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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.

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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

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The Pairings Princess' Castle

Castle Ruins & Wizard's Tower - Dense, Large

Rocks - Dense, Large

Woodland - Light, Large

Barricades - Light, Small

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Highland Monastery

Rocks - Dense, Large

Woodland - Light, Large

Rocky Barricades - Light, Small

Monastery - Dense, Large

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Mechanicus Badlands

Power Station - Dense, Large

Large Rocks - Dense, Large

Generators and Pipe Stacks - Dense, Large

Rock Walls - Light, Small

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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

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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

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Ruined City

Ruins - Dense, Large

Silos - Light, Small

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The RAVINE!

Farm Buildings - Dense, Large

Rock Formations - Dense, Large

Hedgerows - Light, Small

Woodland - Light, Large

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Da Mek Shop

Ruins - Dense, Large

Scatter Terrain - Light, Small

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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

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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

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Martian Wilderness

 

Rock/Henge Formations (all sizes) - Dense, Large

Rubble Piles - Light, Small

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Martian Bunker

 

Rock/Henge Formations (all sizes) - Dense, Large

Rubble Piles - Light, Small

Ruins - Dense, Large

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The Ravine 2 - Ravine Harder

Ruined Buildings - Dense, Large

Rock Formations - Dense, Large

Barricades - Light, Small

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Sands of Time

Ruins, Columns, & Buildings - Dense, Large

Craters - Light, Small

Statues - Light, Small

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Factory Gamma V

Ruins - Dense, Large

Mechanicus Structures - Dense, Large

Fuel Pipes & Low Walls - Light, Small

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Desert Habitation

Rock Formations (all sizes) - Dense, Large

Barricades - Light, Small

Craters - Light, Small

Buildings - Dense, Large

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