No Masters
No Masters
A base-game story campaign with 12 chapters. Mission details below avoid story revelations.
Acquisition & requirements
- Complete The Crimson Vanguard to unlock the next base campaign.
Campaign missions
- Chapter 1 · 12 floors
- Chapter 2 · 14 floors
- Chapter 3 · 14 floors
- Chapter 4 · 12 floors
- Chapter 5 · 13 floors
- Chapter 6 · 14 floors
- Chapter 7 · 14 floors
- Chapter 8 · 13 floors
- Chapter 9 · 14 floors
- Chapter 10 · 14 floors
- Chapter 11 · 14 floors
- Chapter 12 · 14 floors
Reveal campaign story overview
CAMPAIGN STORY
No Masters
An otherworldly demon-rabbit anomaly has shadowed every major conflict, answering to no flag, empire, or law of reality. Catch Kuro - then survive what notices him.
- Chapter 1: A Thick File
Three sightings, three warzones, zero captures. Follow Kuro's trail through the aftermath of his latest raid before it goes cold.
- Chapter 2: Nobody's Flag
A lead suggests Kuro isn't stealing for profit at all. Corner him before he vanishes again and get an answer instead of a chase.
- Chapter 3: No Masters
Kuro sends his own coordinates. Trap or invitation, there's only one way to find out - face him directly, on his terms.
- Chapter 4: The Door That Wasn't
Kuro is aboard, but his shadow is answering a light from somewhere else. Follow an impossible signal before the thing behind it learns how to cross.
- Chapter 5: The Red Moon Debt
A red moon appears above every colony Kuro secretly saved. Trace the shared vision and uncover why an otherworldly demon needed people to remember him.
- Chapter 6: The Anomaly Hunt
Hunters from beyond the breach erase every record of Kuro before closing on the squad. Fight with memory itself before the galaxy forgets he was ever here.
- Chapter 7: No Gods, No Masters
The Red Moon opens its court and offers Kuro a throne disguised as a leash. Enter the breach, sever its claim, and let the anomaly choose his own home.
- Chapter 8: Operation Rabbit Trap
Vaultkeeper and the color-coded Sentai Vanguard launch an absurdly elaborate Kuro capture. Their trap catches something else: a Red Moon courier begging to be remembered.
- Chapter 9: A Name in the Dark
Recover a courier whose mind was scattered across impossible doorways, and give her the one thing the Red Moon never allowed: a name of her own.
- Chapter 10: The Empty Throne
The Red Moon court reveals its true face: an orphaned world-engine still manufacturing servants for creators who died ages ago.
- Chapter 11: Freedom Is Not an Order
Destroying the throne would kill every courier still trapped between worlds. Build a command that frees them without crowning a new master.
- Chapter 12: The Name That Came Home
Hold the last door while thousands of couriers choose their own names. End the Red Moon throne without ending the roads - or the people still crossing them.
Story archive sources
constants.tsdata/story/kuroCampaign.tsdata/story/comms/kuroCampaign.ts
Original story and squad conversations from the released base game.
Source & verification notes
Extracted from game version 2.2.3. Fresh template statistics and catalog relationships are source-verified. Strategies in guides are reasoned from the implemented rules, unless explicitly described as tested.
constants.tsutils/storyProgression.ts