Terrain rules!

Yarrr! My ever growing terrain collection will be coming back to TSHFT.   I think standardizing terrain is extra important for a game, hopefully these rules will make things clear, fast, and prevent anyone getting an unfair advantage. Now these rules are not official for TSHFT as of yet but I will be running them by the T.O., Zen. Feedback is welcome!

Chaosgerbil Battlereport: Tyranids vs. Ultramarines

Unless specifically mentioned otherwise, true LOS prevails. By default treat any part of a piece of terrain’s base as difficult terrain. Cover saves and other rules are detailed below. All cover saves mentioned are for non-vehicles, vehicle cover must be over 50% blocked LOS as described on pg. 62)

Craters: Difficult area terrain, 4+ cover for shots passing through or into base.

Desert spires: Difficult area terrain, 4+ cover for shots passing through or into base. The rock spires themselves are impassable and can block LOS.

Fences: Difficult terrain to cross (including for vehicles) 5+ cover save for shots passing through unless firing model is within 1″ of fence base

Hills: Difficult terrain check to go up or down steep rocky slopes. Clear terrain on top, or for hill sections without steep slopes. True LOS for cover. It may possible to disembark from a transport directly on to a clear area of a hill.

Impassable buildings: Impassable as per the normal 40k rules (including the normal exception for jump infantry found on pg. 52 and skimmers on pg. 71)

Intact buildings: Treat as an AV of 11. They may be entered only through an obvious door. The only firing points are from the doors, two models can fire out per port. If the building has a flat roof section, models in the building may get up or down from the roof by paying 3 inches of movement. Do not worry about hatches but place the model above the door the unit used to enter. Models may fire from the roof using normal LOS rules, and get a 4+ cover save.
(See pg. 78-79 for further details or ask TO if confused.)

Jungle / Woods: Area terrain, 4+ cover for shots passing through or into base, never provides cover to vehicles. Plant bases are for decoration and can be moved or removed freely.

Ladders: Can be used by infantry and jump infantry. Count vertical inches as movement.

Roads: Clear terrain, vehicles that remain on a road for their entire move can move and additional 6″.

Ruins:  Difficult area terrain, 4+ cover for shots passing through or into base. Unlike jungles, ruins can block LOS completely and potentially provide cover for vehicles. Treat ruin walls taller than the model as impassable for movement, including for vehicles (no Kool-Aid man shenanigans please). You do not need a ladder to go up a level, simply pay 3″ of movement. (Additional rules covering ruins are on pg. 82-85.)

Scatter terrain: (Crates, barrels, hedges, chest high walls, small towers, etc.) True LOS rules. 4+ cover save for shots passing through unless firing model is within 1″ of terrain fetaure. Difficult terrain to walk over. Larger pieces taller than the model should be considered impassable, use common sense.

Swamps: Difficult and dangerous terrain. 6+ cover save for occupants.