Saffron Slam 40K Terrain Rules & Voting
1) Old World players click HERE!
2) Best Army survey HERE!
3) Most Sporting Opponent survey HERE!
Some general, Saffron Slam specific, rules to be aware of:
a) All Saffron terrain pieces, regardless of their keywords, grant the Hidden (13.09) rule to INFANTRY/BEASTS/SWARM units within them, or behind them in the case of barricade/ fence-style features.
b) All flat terrain footprints are considered Obscuring (13.10), regardless of the types of terrain features placed on top of them.
c) If a terrain piece overhangs a flat terrain footprint, the size of the objective is determined by the terrain piece rather than the terrain footprint. If it is not possible for a model to be placed within this terrain piece, being in base to base (or Frame (17.02) to base) contact is sufficient for a model to be within range of that objective (14.02).
d) All terrain pieces which have ground floor windows or other openings are considered Solid (13.11), regardless of whether they are Dense or not.

Propaganda Town
Buildings - Dense, Large, models cannot end their move inside the building (but can climb on top as normal)
Fortified Walls - Dense, Large
Fortified Gate - Light, Large, gate can be opened/closed by any unit within 1" at any point during their Movement Phase (it has no rules when open)
Containers - Dense, Large
Barricades - Light, Small
Bunker Complex - Dense, Large

The Pairings Princess' Castle
Castle Ruins & Wizard's Tower - Dense, Large
Rocks - Dense, Large
Woodland - Light, Large
Barricades - Light, Small

Highland Monastery
Rocks - Dense, Large
Woodland - Light, Large
Rocky Barricades - Light, Small
Monastery - Dense, Large

Mechanicus Badlands
Power Station - Dense, Large
Large Rocks - Dense, Large
Generators and Pipe Stacks - Dense, Large
Rock Walls - Light, Small

Cities of Death
Skyshield Landing Pad - Dense, Large
Ruins - Dense, Large
Cathedral - Dense, Large, models cannot end their move inside the Cathedral (but can climb on top as normal)
Barricades - Light, Small

Cathedral City*
Ruins - Dense, Large
Barricades - Light, Small
*no cheese(y) puns please
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Ancient Badlands
Rock Formations - Dense, Large
Guard Vehicles - Light, Small
Craters - Light, Small
Barrel Walls - Light, Small

Ruined City
Ruins - Dense, Large
Silos - Light, Small

The RAVINE!
Farm Buildings - Dense, Large
Rock Formations - Dense, Large
Hedgerows - Light, Small
Woodland - Light, Large

Da Mek Shop
Ruins - Dense, Large
Scatter Terrain - Light, Small

Pylon Research Facility
Hab Blocks - Dense, Large, you can lift off their roofs to place miniatures inside, these buildings do NOT have the Solid rule but reduce a unit wholly within's detection range by 6" (i.e. its standard detection range becomes 9").
Electric Fences - Light, Small
Craters - Light, Small
Woodland - Light, Large
Pylon Redoubt - Dense, Large

Frozen Security Compound
Hab Blocks - Dense, Large, you can lift off their roofs to place miniatures inside, these buildings do NOT have the Solid rule but reduce a unit wholly within's detection range by 6" (i.e. its standard detection range becomes 9").
Electric Fences - Light, Small
Power Lines - Light, Small
Icy Rocks - Dense, Large

Martian Wilderness
Rock/Henge Formations (all sizes) - Dense, Large
Rubble Piles - Light, Small

Martian Bunker
Rock/Henge Formations (all sizes) - Dense, Large
Rubble Piles - Light, Small
Ruins - Dense, Large

The Ravine 2 - Ravine Harder
Ruined Buildings - Dense, Large
Rock Formations - Dense, Large
Barricades - Light, Small

Sands of Time
Ruins, Columns, & Buildings - Dense, Large
Craters - Light, Small
Statues - Light, Small

Factory Gamma V
Ruins - Dense, Large
Mechanicus Structures - Dense, Large
Fuel Pipes & Low Walls - Light, Small

Desert Habitation
Rock Formations (all sizes) - Dense, Large
Barricades - Light, Small
Craters - Light, Small
Buildings - Dense, Large
