As I begin the first steps of a terrain project that is going to involve some unusually tall towers and high-set walkways, I find myself thinking about vertical movement in
40k. 9th edition has helped with the verticality issue a lot by giving us explicit 5" vertical engagement ranges and unit coherency, but actually scampering up tall terrain can be rather difficult if you lack the movement stat or a convenient charge target to scamper up a platform in the first place. So for the sake of hopping up on top of tall walls and utilizing those cool upper stories that might be too inconvenient to reach normally, I propose the following action be made available to all infantry, swarms, and beasts:
CLIMB:
Any infantry, swarm, or beast unit may perform this action during their controlling player's turn provided they do not advance or fall back. The action begins at the end of the Movement phase and is completed at the end of the Fight phase. When this action is completed, the unit may immediately move up to 12" vertically and 3" horizontally.
The idea here is basically just that, instead of fighting, you spend your whole turn shimmying up or down an especially tall terrain feature so that you'll be in a better position for the following turn, hopefully removing that issue where your units potentially end up "stranded" on high terrain or unable to utilize high terrain features to their fullest. With something like this in place, you could even make objective markers located on elevated surfaces more approachable as armies without the Fly keyword would have a way to get in range of the objective.
It does occur to me that this could be used to make a "safe" advance (moving exactly 3" horizontally with no risk of flubbing it and only moving 1 or 2 inches), but giving up your offense for the turn seems like a sufficiently big drawback to make that acceptable. Thoughts?