A new campaign of sea-raids and burning shrines. The Kaizoku of the Storm Isles — sea-raiding Ultra god-frames led by Sea-Shōgun Magnus — fall upon the heartlands of the Kuraku Shogunate, while Lady Nancy's Shadow Clans watch from the mountain passes. Ten acts decide whether young Lord Clark can forge three warring realms into one united kingdom.
1
Act 1 — The Burning of Tōrōshima
Iron warships in the dawn mist, and a shrine full of sacred cores.
At dawn, dragon-prowed iron warships slide out of the sea-mist off Tōrōshima, the lantern-shrine island. The great bell rings once before the Kaizoku are over the walls — and the island's forge-monks have only the shrine's small guard between the sea-raiders and their sacred shrine-cores, the glowing hearts the lanterns are lit from.
Players2
Who fights?Kaizoku raiders storm the shrine; the guard defends
How to winSteal 2 of 3 shrine-cores — or keep them home!
Forces
- The Kaizoku (attackers): 3 squads from the Ultra roster, no Titan — the sea-shōgun sends frames, not gods.
- The Shrine-Guard: 4 squads from the Chaos roster, nothing costing 7 or more and no Lords — brave monks and militia with borrowed guns.
Setup
Play on a 3'×3' island board. One table edge is the sea: place the two Iron Warships touching it, about 12" apart. Put the shrine — any big building — in the middle of the opposite half, with the three shrine-cores inside it, 4" apart. The Kaizoku deploy within 3" of their ships; the guard deploys within 6" of the shrine.
Special rules
- The game lasts 5 rounds. Roll for first each round; alternate squads.
- Shrine-cores: a model picks up a core by ending a move on it. Carrying a core slows a model by 2" per Move; if the carrier falls, the core drops where it stood. Either side may carry cores.
- The tide: at the end of Round 5 the ships sail. Any raider not within 3" of a ship is stranded and captured — and any core they carry stays on the island.
- Stolen cargo: a carried core within 3" of a ship at tide-out is stolen away to the Storm Isles.
Victory
The Kaizoku win if 2 or more cores are stolen away at tide-out. The Shrine-Guard wins if 2 or more cores are still on the island when the ships sail. Campaign carryover: each stolen core gives the Kaizoku +1 squad in Act 2.
Print this scenario (PDF)
The printable sheet includes a cut-out Iron Warship marker card — you need two ships, so print it twice (or use any two toy boats).
Iron Warship
Terrain
Dragon-prowed ship of the Kaizoku
Deploy3"
TideR5
Ships2
Cores3
Terrain — the ships never move and cannot be attacked.
Raider Deck
The raiders charge down the gangplanks.
Kaizoku squads deploy within 3" of a ship.
The Tide
When the tide turns, the ships go — with you or without you.
At the end of Round 5 the ships sail. Raiders not within 3" of a ship are stranded and captured.
Stolen Cargo
Whatever's aboard when they sail is gone for good.
A carried core within 3" of a ship at tide-out is stolen away to the Storm Isles.
2
Act 2 — The Iron Fleet Lands
More sails than the watchtowers can count.
The raids were only the scouting. Now the Iron Fleet comes — more sails than the watchtowers can count — and wades ashore at the river mouth. The Shogunate's ashigaru muster in the flooded paddies to hold three villages against the flood: every round more frames come out of the surf, and every round more farmers pick up a spear.
Players2
Who fights?The endless fleet lands; the ashigaru hold the villages
How to winHold 2 of the 3 villages when Round 5 ends!
Forces
- The Kaizoku (attackers): a vanguard of 2 squads from the Ultra roster, no Titan — plus one fresh squad arriving every round. Carryover: each shrine-core stolen in Act 1 adds +1 squad to the Round 1 vanguard.
- The Shogunate: 4 squads from the Chaos roster, any units — the realm has woken up.
Setup
One table edge is the sea. Place three village zones in a line across the middle of the board, about 10" apart and at least 12" from the sea edge. The Shogunate deploys within 4" of any village; the Kaizoku vanguard deploys touching the sea edge.
Special rules
- The game lasts 5 rounds. Roll for first each round; alternate squads — the side with more squads runs its leftovers back-to-back, as usual.
- The tide of war: from Round 2, one fresh Kaizoku squad deploys touching the sea edge at the start of each round. It acts normally that round.
- The ashigaru muster: from Round 2, the Shogunate places one free Chaos Trooper in any village zone it holds at the start of each round. These Troopers form one growing Militia squad that activates together.
- Holding a village: more models within 3" than the enemy. A tie counts for no one.
Victory
The Kaizoku win if they hold 2 of the 3 villages when Round 5 ends — the beachhead is won. The Shogunate wins otherwise — the flood breaks on the paddy walls. Campaign carryover: the loser starts Act 3 with one squad fewer.
Print this scenario (PDF)
The printable sheet includes a cut-out Iron Fleet battle tracker — the landing schedule and muster rules at a glance beside the table.
The Iron Fleet
Tracker
Battle tracker — keep beside the table
Vanguard2
Per rd+1
Villages3
Rounds5
Every landing squad deploys touching the sea edge.
The Tide of War
The fleet never stops coming.
From Round 2: one fresh Kaizoku squad lands at the start of each round.
Plunder Vanguard
The stolen cores paid for more ships.
Each shrine-core stolen in Act 1: +1 squad in the Round 1 vanguard.
The Ashigaru Muster
Every round, another farmer picks up a spear.
From Round 2: the Shogunate adds one free Trooper to a village it holds — together they are one Militia squad.
3
Act 3 — The Shōgun's Tribute In the workshop
A cart of jade and rice-gold — and an ambush in the dark.
The old shōgun tries to buy peace with a tribute cart sent to the Sea-Shōgun. But in the border hills, Lady Nancy's shadow-riders melt out of the pines to take it for the mountain clans. The cart rolls 6" down the road each round on its own; the night limits all shooting to 10".
How to winEscort the cart off the far edge — or capture it
CarryoverThe winner banks +1 squad for their next act
4
Act 4 — The Lord in the Reeds In the workshop
A hunted lord is still a lord.
The heartlands have fallen and young Lord Clark hides in the flooded reed-marshes of Ashihara while Kaizoku hunting-frames comb the paddies. Marsh mist limits shooting to 8" and the reeds give everyone cover — and there are three signal-fire towers on the hills, waiting to be lit.
How to winClark lights 2 of 3 signal fires and escapes — or falls
CarryoverEach fire lit = +1 free squad rallies to Clark in Act 5
5
Act 5 — The Spear-Wall at Hinode Plain In the workshop
Spear-wall against sea-frame, at sunrise.
The signal fires burned, and Kurokaru answered. Lord Clark meets the Iron Fleet in open battle at last: Shogunate models within 1" of a squadmate are 1 harder to hit (the spear-wall), while each Kaizoku squad's first charge hits +1 harder (the storm landing).
How to winMost models at the center war-banner when Round 5 ends
CarryoverLose, and the Kaizoku dictate the border in Act 6
6
Act 6 — The Torii Line In the workshop
A border marked one gate at a time.
Neither side can destroy the other, so Kurokaru is split by the Iron Accord — and both armies race to raise five boundary torii across the borderlands before the snows. Gates flip to whoever holds them each round, and winter cuts the game to just 4 rounds.
How to winOwn more torii when Round 4 ends
CarryoverThe border-winner picks the battlefield in Act 7
7
Act 7 — The Road North In the workshop
One realm cannot serve three banners.
Lord Clark marches into the Nanshi peaks to demand Lady Nancy's fealty — and the Kage Pass itself fights for her. The Shadow Clans deploy second, hidden anywhere in cover, and each clan squad can slip out of melee for free once per battle.
How to winClark holds all 3 zones of the pass road at Round 5
CarryoverThe winner sets the terms at the Takamine parley
8
Act 8 — The Parley at Takamine In the workshop
The parley shatters — and every clan must choose.
Lord and Lady meet under truce at the cliff-hall of Takamine — until Sea-Shōgun Magnus crashes the summit to cut down both banners at once. The Shadow squads start neutral, and the side holding the central Truce Stone at the end of each round sways one clan to its banner.
How to winClark survives all 5 rounds — or the Kaizoku cut him down
The forkWhoever wins the clans gains Lady Nancy's host in Act 10
9
Act 9 — The Fall of Tetsuminato In the workshop
The sea-raiders' harbor-forge, and a gate of oak and iron.
Clark strikes at the Iron Fleet's heart: the walled harbor-forge of Tetsuminato. The gate has 8 Tough and must be broken; the Shogunate escorts a great forge-ram that batters it 2 damage a round; molten slag burns everyone who lingers at the walls — and Sea-Shōgun Magnus holds the courtyard in Tetsunami.
How to winBreak the gate AND hold the courtyard by Round 6
CarryoverWin, and Tetsunami starts the finale wounded (−2 Tough)
10
Act 10 — Sekihara, the Field of One Realm Finale · In the workshop
By nightfall, Kurokaru will have one banner or none.
It all comes down to one plain. The Iron Fleet empties onto the shore, and — depending on the choice made at Takamine — Lady Nancy's mountain host marches beside Lord Clark's spear-wall, or against it. At the field's center stands the ancient Dragon Seal: claim it by holding it at the end of two rounds, and the realm is won.
How to winTwo claims of the Dragon Seal — or break the enemy
The endingsOne kingdom under the first Shōgun of all Kurokaru — or the iron sails go on