No Masters

Story campaign

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

  1. Chapter 1 · 12 floors
  2. Chapter 2 · 14 floors
  3. Chapter 3 · 14 floors
  4. Chapter 4 · 12 floors
  5. Chapter 5 · 13 floors
  6. Chapter 6 · 14 floors
  7. Chapter 7 · 14 floors
  8. Chapter 8 · 13 floors
  9. Chapter 9 · 14 floors
  10. Chapter 10 · 14 floors
  11. Chapter 11 · 14 floors
  12. Chapter 12 · 14 floors
Campaign unlocks and preparation →
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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.ts
  • data/story/kuroCampaign.ts
  • data/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.ts
  • utils/storyProgression.ts