Storming the Shores

Players | Attack / Defend |
Infiltrators | Special |
Battle Length | 5-6 Turns |
Standard Terrain | Yes |
Staggered Deployment | No |
The shoreline of this beach, river, lake or swamp stands as a vital stronghold - its bunkers, trenches and heavy emplacements forming an unyielding wall against invasion. Guarding a crucial supply route, the defenders rely on their fortifications and firepower to hold the line with minimal troops, confident in the terrain’s advantage. Yet, the attackers have taken note of the thinly stretched defences, massing their forces in overwhelming numbers to breach the coastal bastion. The horizon brims with movement, the tide of war rolling in to test the strength of the shoreline’s iron grip.
Forces
The player with the higher number of models is the Attacker. The Attacker must declare the size of their warband, up to sixteen models max. If the Attacker has two or fewer ELITES, they must field all of them. The opponent is the Defender and they can have up to half of the total number of models the Attacker has declared, rounded down. If both warbands have the same number of models, roll a dice to see who the Attacker and who the Defender is.
Infiltrators
Infiltrators can be used in this scenario but they cannot be within 8” of any of the Defender’s Objective Buildings.
Battle Length
At the end of the fifth turn, the Attacker rolls 1D6. On a roll of 1-2, the battle ends. Otherwise, the game lasts for six turns.
Battlefield
The game is played on a standard-size battlefield (we suggest 4’ x 4’).
The Defender places three 8”-long Trench sections in their Deployment Zone. They can be placed as the Defender wishes and can be continuous. However, in the division between each of the three trench sections the Defender must place a bunker model (as indicated by the small Red Markers on the map) of at least 4” x 4” and up to 3” high, so that models of up to 75mm tall may enter the bunker’s interior.
The Defender must place a Main Structure in the location indicated on the map by a large Red Marker. This structure can be a church, a large bunker, a tower etc. It must be at least 6” x 6” and up to 6” high, so that models of up to 150mm tall may enter the building’s interior.
The Main Structure and the bunkers are the Objectives of the scenario, hereafter referred to as Objective Buildings, and score Victory Points (VPs).
The Defender then places three defence works (sandbags, barricades, low wall etc.) each of which counts as a defended obstacle and is at least 4” long horizontally. They are max 1” high. Use the following instructions to deploy these defence works.
The Defender places either a Gun Turret or a Mortar, represented by a circled G and a circled M, respectively, on the scenario map, in any location within their deployment zone. Once placed, neither of these can be moved during the game. See the Field Artillery rules for the weapons’ profile and specifications.
Fill the rest of the battlefield with terrain in the usual way, using models such as barricades, ruined buildings, trees, sandbags etc.
Standard Terrain Rules
The player with the lower number of models in their force can place one of the following terrain pieces on the table:- One Building (a tower, house etc.)
- One Piece of Dangerous Terrain (swamp, barbed wire etc.)
- One Piece of Difficult Terrain (forest, rocky ground)
- One Piece of Impassable terrain (12” river with a bridge or ford, sheer cliffs etc.) Maximum two pieces per battle
- One Hill
- One Fence/wall/other defendable terrain piece (max one per player)
- 6” Section of a Trench
Deployment
The player with the higher number of models is the Attacker. The other deployment zone will be their opponent’s, as the Defender, with half the number of models the Attacker has declared.
The Defender starts by deploying their models and also placing the Gun Turret (or Mortar) where they wish according to the parameters set below. After the Defender has deployed their models, the Attacker deploys theirs.
Models must be set up wholly within their own deployment zone.
Once the players have set up their models, deployment ends and the battle begins.
Victory Conditions
If one warband is wiped out completely or loses their Morale test, the game ends and the opposing warband wins. Otherwise, keep a running tally of Victory Points for both sides. The players accumulate VPs as follows:
If you are playing a Campaign, the Winner gains 5 Victory Points.
Calculate VPs at the end of the game for both players and add them together. The player with the higher number of VPs wins, otherwise the game is a draw. However, the following conditions can alter the tides of battle, granting the win regardless of the VPs a player may have accumulated:
If either of these two victory conditions are met at any point during the game, it is considered a decisive win for the respective player and the game immediately ends.
Gun Turret
Gun Turret
Range | 24" |
Hands | 2 Hands (Ranged) |
Modifiers | 3 Attacks, +1D to Hit, +1D to Injuries |
CRITICAL, RISKY ACTION
The Gun Turret can’t be moved. A model that is in base contact with the Gun Turret is considered to be armed with it. Only one model can be armed with the Gun Turret at a time. The model must be able to use Ranged weapons to arm themselves with the Gun Turret. While using the Gun Turret, the model can’t take any other ACTIONS, except Move. If the model moves away from contact with the Gun Turret, or if they’re engaged in melee combat, they’re not armed with the Gun Turret any longer. The Gun Turret can make three Attack Actions instead of one, as RISKY ACTIONS each. A model armed with it can target separate models with each attack, as long as all targets are within 6” of each other. After taking all three attacks, the Activation of the model is over regardless of any remaining ACTIONS the model might have. If they fail any of the RISKY ACTIONS, the Activation of the model is over and the Gun Turret is jammed. A model can attempt to unjam the Gun Turret with an ACTION, as long as they’re in base contact with it and not engaged in melee combat. If successful, the Gun Turret is no longer jammed. After making three attacks, consecutively or not, by the same model or not, the Gun Turret must be reloaded as a RISKY ACTION by a model that is in base contact with it and not engaged in melee combat. If successful, the Gun Turret is reloaded, and the Activation of the model is over regardless of any remaining ACTIONS the model might have. If failed, the Activation of the model is over and the Gun Turret is jammed. Unjamming the Gun Turret, in this case only, will also reload it. The Gun Turret rolls attacks with +1 DICE. It reduces the injury roll penalty from armor and shields by 1. Thus Reinforced Armor only offers a -1 modifier to injury rolls caused by this weapon. It also adds +1 DICE when rolling on the Injury Chart. The model cannot apply any of their own applicable modifiers, if any, when armed with the Gun Turret. The model armed with the Gun Turret is considerably exposed to enemy fire. Enemies add +1 DICE when rolling on to hit the model with ranged attacks.
Mortar
Mortar
Range | 36" |
Hands | 2 Hands (Ranged) |
Modifiers | Blast 3" |
SHRAPNEL, RISKY ACTION, BLAST (X)
The Mortar can’t be moved. A model that is in base contact with the Mortar is considered to be armed with it. Only one model can be armed with the Mortar at a time. The model must be able to use Ranged weapons to arm themselves with the Mortar. While using the Mortar, the model can’t take any other ACTIONS, except Move. If the model moves away from base contact with the Mortar, or if they engage in melee combat with an enemy, it is not using the Mortar any longer. The Mortar can only be used once per turn. The model cannot apply any of their own applicable modifiers, if any, when armed with the Mortar. Attacking with the Mortar is considered as a RISKY ACTION. Specify a 1x1mm point on the battlefield within 36” of the model that is armed with the Mortar and that they can see the location you want to target, or a 1x1mm point within 6” of any one of your warband models that can see the location you want to target. Next, make a Ranged Attack as a RISKY ACTION with the model armed with the Mortar. If attacking a location from the line of sight of an allied model, make the roll with -1 DICE. If the roll fails (i.e. you roll 6 or less with the two lowest Dice), the model’s Activation is over and the Mortar misfires, landing 3” away from its intended location, multiplied by the number representing the degree of failure (for example, if you rolled 4, the bomb lands 15” away, as 7-4=3, and 5x3=15). The direction is decided by your opponent. Roll on the Injury Chart for each model within the BLAST radius. If the bomb lands exactly on top of any model, roll with 3D6 on the Injury Chart and add the dice together! Other models hit by the projectile roll on the Injury Chart as standard. Any model hit, but not taken Out of Action, by this attack is blown D3” directly away from the point of impact (roll for each model separately), stopping if they hit other models/buildings/objects. This attack has the Keyword SHRAPNEL and therefore causes an additional +1 BLOOD MARKER. Cover, range and higher position do not affect this attack. Roll injuries for models that would benefit from Cover from the perspective of the BLAST point with -1 DICE. The Activation of the model ends immediately after using the Mortar, regardless of any remaining ACTIONS the model might have.
Unforseen Events
These rules represent the treacherous and often unforeseeable tides of war that can suddenly shift the battle unexpectedly. Starting on the second turn of combat, roll 1D6. On a roll of 1-3, a random event occurs, otherwise the game continues until the start of the next turn, when another roll will be required. These events will always occur at the start of the combat turn, before any model Activation (unless stated otherwise).Upon the occurrence of a random event, roll another 1D6 for the Unforeseen Events chart below to see what exactly happens and follow the directions. No more than one random encounter will ever take place in a single game, so after a random encounter is rolled, a player no longer needs to roll at the start of a combat turn. The entries below refer to the corresponding number rolled and its respective effects:
1. Rising Fog
Heavy fog covers the entire combat zone, drastically limiting visibility for all models. All Ranged Attacks have their total range halved, according to the weapon’s profile and respective modifiers that may have been applied (such as scopes etc.) The fog lasts for two turns before it dissipates.
2. Striding Mercenary
A Mercenary appears on the ridge overlooking the shore. Witnessing the unfolding carnage, they decide to seize the opportunity and offer their services to the warband with the most Glory Points currently accumulated (if both warbands have the same number of points, roll-off 1D6 to see whom they offer their help to. On a roll of 1-3, the Attacker wins, and a roll of 4-6, the Defender wins the roll-off ). The Mercenary will offer their services to the warband for a single turn, even if they have already hired their maximum number of Mercenary models for 1 Glory Point.
You can choose any of the Mercenary units available to your warband and immediately deploy them at least 6” away from any other model in the battlefield, but not within the opponent’s Deployment Zone. You can also deny the Mercenary’s services if you don’t have the required amount of points to pay them.
At the end of the turn, the warband that they aided must pay them their required amount of Glory Points before they leave the battlefield. If the warband cannot (or will not) meet the Mercenary’s standard, they leave, but not before taking out their frustration on a random member of the warband (only choose among members of the warband who haven’t been taken Out of Action yet). Roll directly on the Injury Chart for this member, according to the Mercenary’s profile statistics for the attack (the opponent chooses which attack was used), applying any applicable modifiers.
3. Unearthed Relics
Relics are suddenly unearthed in the battlefield. Each player places two Objective Markers to represent the relics, for a total of four, each at least 6” away from any Deployment Zone, at least 6” away from each other and at least 6” away from any model. The relics cannot be placed on impassable terrain or surrounded by it. A model that comes into base contact with the relic claims it. The model’s owner decides if it is a holy or unholy relic, according to the restriction of their faction’s warband. The model either gains +1 BLESSING MARKER (for a holy relic) or starts radiating a malignant aura and causes FEAR (for an unholy relic).
4. The Beast of No Man’s Land
The scent of blood soaking the ground and the incessant sound of gunfire has brought the attention of a prowling beast. Rumours have been spreading about this fiend. Some say it is a stray War Beast, a hell-spawn abomination that escaped captivity before it could be made into a War Wolf. Others claim it is something much older, something that scarred the earth and fed upon its inhabitants long before the start of the war. Whatever it is, the creature knows no bounds and sees neither friend nor foe, only meat.
The Beast must be placed within 6” of a side of the board that is not a Deployment Zone and at least 6” away from a Deployment Zone. The players roll-off to determine on which side of the board the creature will appear. The winning player chooses the board side and the losing player places the creature where they deem fit, according to the parameters above.
Note that the Beast cannot be initially placed anywhere within 12” of a warband model.
At the end of each of a model’s Activation, the player must roll 1D6. On a roll of 1-4, the Beast is Activated subsequently, before the opponent activates one of their own models. The same player then acts out the Beast’s actions, as described in its profile. If by the end of the turn the Beast hasn’t been activated, it is before the start of the next turn. The Beast can only be Activated once per turn. Below is the Beast’s profile and special rules:

The Beast may take its Dash and any of its Jump ACTIONS with +2 DICE.
The Beast is a massive creature with unnatural vitality and is subject to the rules for TOUGH creatures. Additionally, its hide is rough and thick, acting like natural armour. Attacks made against the Beast are made with -1 DICE.
The Beast model can be up to 60mm tall, placed on a base of 120 x 80mm. It is armed only with its vicious Claws and devastating Bite. These are natural parts of the creature itself and cannot be removed or lost in any way.
The Beast will seek out the nearest model with the most BLOOD MARKERS, driven by its bloodthirsty frenzy. The Beast will Charge the model through the fastest route and will Climb, Jump Over Gaps, Between Ledges of Unequal Heights and Down (as long as the height won’t cause an injury to it) to get at a warband model. However, note that it will not move through Dangerous terrain if it can be avoided. The Beast does not need to have line of sight of a model to Charge it. If the beast cannot Charge a model, it will just Move toward the nearest one.
When the Beast reaches a model, it will make one attack ACTION with each of its Claws and one attack ACTION with its Bite, all in Melee Combat (so it can make three attacks per Activation). If the Beast Charges more than one model, it will split its attacks amongst the opponents.
Claws
Range | Melee |
Hands | 2 Hands (Melee) |
Modifiers | +1D to Injuries |
RISKY ACTION
The Beast treats its Claws as a two-handed melee weapon with the Keyword RISKY. The Claws have a +1 DICE bonus to injure. Because the Claws are wielded alongside the Bite, they are treated as an Off-Hand Weapon and suffer penalties accordingly.
Bite
Range | Melee |
Modifiers | +1D to Hit, +1D to Injuries, Ignore Armour |
The Beast treats its Bite as a melee weapon that grants a +1 DICE bonus to hit (for total of +3D). Additionally, the attack ignores any armour worn by the target and has a +1 DICE bonus to injure. The Bite does not take any hands to wield.
5. Rat Frenzy
Rats have infested the trenches ever since the start of the war. Troops wake up to the skittering of their little paws, the grinding of their teeth gnawing and tearing at the dead, and even swarming upon the living when the rotten flesh runs low and dry from the bones of the fallen. The sounds of gunfight, the bombs detonating upon the ground, the spreading of smoke and ash, and the disturbance of the troops storming the shore has stirred the rats’ nest and the pests now scurry out of their holes in a ravenous frenzy, feeding on anything that stands in their way.
Use two templates of 80mm to represent the Swarms of Rats. Use two Swarm of Rats’ models if you have them. The players roll-off to place each Swarm of Rats on the board. The Swarms must be placed within 8” of any piece of terrain, including terrain within Deployment Zones, but cannot be placed over Impassable terrain or surrounded by it, and cannot be placed directly on top of another model or in base contact with them. The Swarms must be placed at least 3” away from any warband model.
The Swarms are considered Dangerous Terrain, with +1 DICE to injure. A model can Move through, start its Move or end its movement on a Swarm. If a model comes into base contact with a Swarm, they’re considered to be standing on Dangerous Terrain.
If a model armed with a weapon, or that has an ability with the Keyword FIRE or BLAST, and that is not knocked Down, comes into base contact with a Swarm, it can attempt a RISKY ACTION to disperse the Swarm without triggering the Dangerous terrain effect.
If successful, remove the Swarm from the game board and the Activation of the model is over regardless of any remaining ACTIONS the model might have.
Each Swarm moves 2D6” at the start of each combat turn, before the Activation of any model. They will always move toward the nearest model that is knocked Down or toward the nearest model that is not engaged in melee combat and that is at least 6” away from any other model. The Swarms cannot move toward a model that causes FEAR. The Swarm must have line of sight to the model that is either knocked Down or singled out in order to move toward them. If neither condition is met, the Swarm does not move on that turn.
The Swarms cannot be engaged in any form of combat. The Swarms will stay for D3 turns after which the rats will scurry back to their holes and disappear.
6. Long Lost Stash
The constant bombardment over the shore uncovers long lost stashes, containing several weapons and items, the spoils of war. Each player places one Objective Marker to represent these stashes to a total of two, each at least 8” away from any Deployment Zone, at least 8” away from each other and at least 6” away from any model. The stashes cannot be placed on impassable terrain or surrounded by it.
A model that comes into base contact with the stash claims it. The model’s owner rolls 1D6 for a chance to get one of the following items:
1 | Trench Shield |
2 | Standard Armour |
3 | Grenades |
4 | Medi-Kit |
5 | Armour-Piercing Bullets |
6 | Grenade Launcher |
The model that claims the stash may immediately equip the item they have looted for the duration of this game.
Glorious Deeds
Players score one Glory Point for every model that completes any of the following Glorious Deeds. Glory Points for these can only be gained once – whichever player completes them first gets the Glory Points!