<EDIT- COMPILED FROM THE ENTIRE THREAD BELOW>
I have a neat idea for a terrain feature.
CONVEYOR BELTS
All across the underhive are abandonned belts, transporting rock, slag, and barrels of toxic waste from one corner of the desolate waste to the other. Some of these are still used for practical purposes, but it is not uncommon to see these forgotten systems and left behind, transporting crumbling machines to a forgotten location.
SET UP
During set up, place across the board several conveyor belts. These can go from one of the board to another, across a small area, or even in a loop in the middle of the table. It is recommended that the belt be at least 2-4 inches wide. For convience, it is best to make belts marked with arrows to show which direction they are moving in.
HOW THEY WORK
At the end of each round, all models and small terrain pieces on the belt are transported 4" along the belt simultaneously. If this pulls a model out of base contact with an opponent, no penalty is given to either side.
OPTION A: Payload
It is possible that the belt is still transporting its intended object at a routine rate. If the belt starts at a building or off of the table, you may decide to have the belt carry payload. In each round, after the belt and all objects upon in move 4", place a small object at the start of the belt. This can be a rock, a barrel, or anything your group comes up with. During the next round, that placed object will move down the belt at a rate of 4", freeing up space for a new object to appear on the belt. If you do, place several objects on the belt during game start up, roughly 4-8" inches apart.
OPTION B: Deathtrap
If you want to, you may set up a deathtrap at the end of the belt. This can be a pit, a pool of acid, an incinerator, a pulverizer, anything you wish. All models and terrain that fall or are pushed into it are immediately taken out of action.
OPTION C: Slag Injector
Place 2-4 machines (3" wide) along the belt, signifying injectors. These machines drop waste, liquid metal, or acid onto the open belt. In recent years, the containers they once dropped this liquid into have dissappeared, but that doesn't mean it won't scald any ganger stupid enough to get caught under it! At the end of the round, after the belt moves, if any ganger is caught directly underneath a Slag Injector, roll 1D6: on a 4+, the injector does not drop any dangerous liquid this turn. On a 1-3, place a Grenade Template directly underneath the machine. All models underneath it are hit with a S5, Damage 1 attack with -2 Save.
OPTION D: Assembly Arms - by Ravendas & Styro
The old assembly arms still continue drilling, sawing, and pressing, long after the factory has died. Mark at several points (2-5) along the belt the 'assembly' machines, each marked by a machine approximately 1-2" wide. At any time a ganger moves or is moved through the assembly arms, the ganger must take an intiative test or be hit by a S4 hit, -1 armor save. Note, that this happens for each assembly arm the model passes through, and unlike the smelting injector, the ganger merely has to pass through the arms, rather than stopping on them.
OPTION E: Explosive Cargo! (from the Mordheim Scenario 'Gunpowder Plot', by the Ryn Tyrr Guild)
The drums or payload that travel down the runway are explosive.
If a barrel is hit, on a 5+, the barrel will explode ... add +1 if it was hit with a flame attack, an explosion (like a grenade), a plasma gun, or a melta-gun. Hand to hand attacks will automatically hit, but will have a -1 to explode unless the user is wielding a 'power' weapon.
Put that light out: If a model spends his combat phase in base contact with a barrel without fighting he may put a match to it. The barrel will explode immediately on a D6 roll of 6. Roll again at the end of each player's turn reducing the score needed by one each time. If he is still in base contact when it blows the poor fool who set the fuse may make an initiative test to move out of base contact and avoid the worst of the blast but still suffers damage as if within 3" of the blast.
Exploding: The model that was carrying the barrel or in base contact with the barrel takes a S6 hit causing D3 wounds (with criticals if applicable) and any other model within 3" take a single S4 hit. Furthermore any barrels within 3" of an exploding barrel are considered to have been hit (roll to see if they explode, using the rules above.)
Carrying a Barrel:A model moves at normal speed and may run while carrying a barrel, but not charge (but see below). Carrying a barrel is risky; see the Special Rules below for the effects. The model may put the barrel down at any point during their move. He may continue to move after putting the barrel down (if he has sufficient movement left) but if he does so, he is considered to have dropped the barrel. If the model is charged he must put the barrel down in order to defend himself. If a model is in combat and all of his opponents are knocked down or stunned then he may choose to pick up the barrel and move away at the beginning of his next turn instead of continuing the combat.
Models may not climb up or down whilst carrying a barrel it is much too bulky. Ladders are considered difficult ground when carrying a barrel and may be traversed at half speed. Carrying a barrel is a risky business. At the end of their move, roll a D6 for each model carrying the barrel. If they moved normal distance, on a 1 they have dropped it. If they ran then they will drop it on a 1 or 2. Oops...
OPTION F : Hook System - by Ravendas
A system similar to the belt, but rather than running along the ground, it consists of a chain & hook system running from one tall surface to another. Another similar idea could be a chain system up in the air, in a line between two points, with dangling chains/hooks for gangers to grab onto. They could take you from one lofty area to another. The caveat is that only pistols may be fire while dangling, and if you get shot, you must take an immediate Initiative test or fall, even if the shot failed to injure. It is recommended the Hook System be used with the 'Belt Speed & Control Box' Option (see below).
OPTION G: Belt Speed & Control Box - by Ravendas & Styro
The belt has three settings: Normal, Maximum speed, and Off.
Normal speed: The belt runs at a steady 4" each round, with no penalty for moving on or off of them. Unless the scenario specifically says so, all belts start at Normal Speed. The belt will continue at Normal speed until the speed is changed at the control box, or the control box is destroyed.
Maximum Speed: At the end of each round, the belt moves a random 2D6" inches. This signifies the shakey machinary wheezing and surging under the broken gears. The belt will continue at Maximum speed until the speed is changed at the control box, or the control box is destroyed.
Any model who is off of the belt that wishes to climb onto the belt must first take an initiative test. If the model passes, he has climbed onto the belt safely, and may continue his move as normal. If the I test is failed, the ganger is moved onto the belt, but stumbles and falls onto it. The rest of the ganger's move is lost, and he may not shoot, throw, or go into overwatch during the shooting phase. Likewise, any model attempting to move off of the belt must take an Initiative test. If passed, they may move like normal, but if failed, the rest of the move is wasted and they may do nothing during the shooting phase.
Off: When a belt is turned off, it will not move at all at the end of the each round. The belt will stay Off until the speed is changed at the control box. When any of the control boxes are destroyed, the belt will turn Off for the rest of the scenario (or, if already Off, will stay off.)
Control Box: At the start of the game, set up on the board 2-3 'Control Boxes' on the board. These are the locations on the board that control the speed of the belt, and any model that ends his movement phase in base contact with a control box and is not engaged in hand-to-hand combat can turn it to any of the following settings: Normal Speed, Maximum Speed, or Off. A control can be one of the two following sizes (the same belt may have several boxes, of various sizes.) Once a box has been destroyed, all boxes will be destroyed, and the belt is broken for the rest of the scenario.
LARGE BOX: This represents a computer panel, or a massive refrigerator-sized machine that runs the entire belt. It is at +1 to hit with missiles (for being a large target), but has T5 and 2 Wounds. All hits in hand to hand hit automatically. (Note: This can also used to represent a power station... it can't control the belt speed, but destroying it will also turn the belt off.)
SMALL BOX: This represents a small power box, or a post-mounted control unit that is connected to the master control. It is at -1 to hit with missiles (small target), but has only T4 and 1 Wounds. All hits in hand to hand hit automatically.
SCENARIO IDEAS: Save the Girl!
Of course, it also lends itself to a scenario based on the old villany cliche. The young ganger/gunmoll has been tied up, and is slowly making her way down the belt to her certain doom! Can our heroes save her in time? Find out, next Gaming Night!
CONSTRUCTION: BUILDING A BELT TERRAIN
The belt: Well, my first instinct was to have a non mechanical belt, consisting of a rubber ribbon running from one end of the table to the other. There would be at least 2-3' extra slack on the 'starting' end, so the ribbon could be physically pulled towards the 'end' of the table, taking everything with it.
Material: Well, I was thinking about buying a rubber mat, cutting it into strips, and stapling them together. When in doubt, a stroll through the Hardware store is always inspiring.