The town of Emberfall guards an old power station. The Shadow clan wants that power for its war tank KUROGANE — "Black Steel." At dawn the tank rolls out of the mist. Bring the beast down before nightfall!
Players2Who attacks?Shadow raids the townHow to winDestroy the tank before Round 5 ends!
On a hit: the target takes 1 damage, and every other model within 3" of it (friend or foe) takes 1.
Special Character
So big it fights all by itself.
Ignores the 10-point squad cap; activates as its own squad.
The raid succeeded. The tank drank deep of Emberfall's power — and changed…
2
Act 2 — The Shadow Tank Rising
Emberfall's last stand.
The tank's black hull now burns ember-red: the clan has reforged it as RED STEEL. It marches on the heart of Emberfall. Hold the line — if Red Steel plants the Shadow banner in the square, Emberfall falls.
Players2Who attacks?Shadow storms the squareHow to winStop the tank, or hold the square to the end!
Forces
Raiders (Shadow): Shadow Tank Red Steel (20) plus 30 points from the Shadow roster — 50 points total.
Defenders (Chaos): up to 50 points from the Chaos roster. Forces are evenly matched.
Setup
Place one objective marker 10" from the Defenders' table edge and 10" from each side edge — the town square. Set up the town's terrain around it. Defenders deploy within 8" of the marker; Raiders deploy within 4" of the opposite table edge.
Special rules
The game lasts 5 rounds.
The Shadow Tank is a special character: it ignores the 10-point squad cap and is its own one-model squad.
All standard rules apply — Charge, Preparation, Suppression, and cover all work against the tank.
Victory
Raiders win if they control the objective (most models within 3") at the end of any round — the banner is planted. Defenders win if Red Steel is destroyed, or Round 5 ends before the Raiders take the square.
"Red Steel" — Empowered. Same tank, bigger numbers!
Move8"Shoot3+roll 3 or moreRange14"Tough10Pts20
In melee, use the SHOOT number.
Empowered Long-Cannon
Now its shell hurts everyone close — twice as hard.
On a hit: the target and every other model within 3" of it (friend or foe) take 2 damage.
Special Character
So big it fights all by itself.
Ignores the 10-point squad cap; activates as its own squad.
Emberfall has fallen. But its people escaped — and help is coming over the hills…
3
Act 3 — The Siege of Emberfall
The finale. Two shogunates march to take Emberfall back.
The Shadow clan holds the village, and Red Steel prowls its streets. At dawn, banners crest the hills: the KURAKU Shogunate under Lord Clark, and the NANSHI Shogunate under Lady Nancy. Break the Shadow's iron heart — destroy Red Steel — and Emberfall is free.
Players3!Who attacks?Two armies besiege the villageHow to winDestroy Red Steel and free the village!
Forces
Raiders (Shadow): defend the village. Red Steel (20) plus 30 points from the Shadow roster — 50 points total.
Kuraku Shogunate (Chaos): 40 points from the Chaos roster.
Nanshi Shogunate (Chaos): 40 points from the Chaos roster. One general commands each army — or one player may lead both.
Setup
Build the village in the middle of the table. Raiders deploy within 8" of the village center. The two shogunate armies each choose a different table edge and deploy within 4" of it — the siege closes from both sides.
Special rules
The game lasts 5 rounds.
Each round, activate squads in this order: Raiders, then Kuraku, then Nanshi — repeating until every squad has gone. Leftover squads run back-to-back as usual.
The two shogunate armies count as friendly to each other.
Red Steel is a special character: it ignores the 10-point squad cap and is its own one-model squad.
Victory
The Shogunate wins if Red Steel is destroyed by the end of Round 5 — the village is free. Raiders win if Red Steel is still standing when Round 5 ends.
"Red Steel" — Empowered. Cornered, but still terrible.
Move8"Shoot3+roll 3 or moreRange14"Tough10Pts20
In melee, use the SHOOT number.
Empowered Long-Cannon
Its shell hurts everyone close — twice as hard.
On a hit: the target and every other model within 3" of it (friend or foe) take 2 damage.
Special Character
So big it fights all by itself.
Ignores the 10-point squad cap; activates as its own squad.
Red Steel fell in the siege — a broken husk. Lord Clark of the Kuraku Shogunate claimed the wreck as his prize and began the long haul home…
4
Act 4 — Lord Clark's Prize
Ambush on the castle road.
The great tank lies silent, towed up the long road to Lord Clark's castle. But the Shadow clan will not let their reforged god be paraded in chains. On a narrow trail, raiders melt out of the trees on every side. Protect the Lord. Break the ambush.
Players2Who attacks?Shadow ambushes the columnHow to winKeep Lord Clark alive — or break 20 points of raiders!
Forces
Raiders (Shadow): 40 points from the Shadow roster.
Clark's Column (Chaos): Lord Clark — a Chaos Lord, free — plus 40 points from the Chaos roster.
Setup
Place Red Steel in the middle of the table — it is now terrain (see Special Rules). Clark's Column deploys within 8" of the table center. The Raiders deploy within 4" of any table edge — the ambush comes from all sides.
Special rules
The game lasts 5 rounds.
Red Steel is immobile cover terrain: it blocks line of sight and gives cover. It can't move, be attacked, or be damaged.
Lord Clark is a special character: he joins the army free and is his own one-model squad.
Keep count: when a Raider unit is destroyed, note its points cost.
Victory
Raiders win if Lord Clark falls. Clark wins if his forces destroy 20 points of Raiders — the ambush breaks and the survivors flee — or if Lord Clark still stands when Round 5 ends.
One action, once per turn: leap 10", over models and terrain.
The Prize's Captor
If Lord Clark falls, the whole battle is lost!
If Lord Clark falls, the battle is lost.
Safe in his castle laboratory, Clark bent over the husk of Red Steel — and began the forbidden experiments the clans would call tanknomancy…
5
Act 5 — The Secrets of Tanknomancy
Lady Nancy's gambit.
Tales spread of Clark's forbidden experiments — and of the machine stirring back to life. Lady Nancy of the Nanshi Shogunate burns with jealousy. Allying with the Shadow raiders, she storms the castle to steal the secrets of tanknomancy for herself!
Players2Who attacks?Nancy & Shadow storm the castleHow to winKeep Lord Clark alive and defeat Lady Nancy!
Forces
Nancy's Alliance: Lady Nancy — a Chaos Flamer, free — plus 50 points of units from the Chaos and Shadow rosters, freely mixed.
Clark's Host (Chaos): Lord Clark — a Chaos Lord, free — plus 50 points from the Chaos roster.
Setup
Clark's Host deploys within 8" of its table edge — the castle courtyard; build it dense with terrain. Place Red Steel inside Clark's zone as immobile cover terrain. Nancy's Alliance deploys within 4" of the opposite edge.
Special rules
The game lasts 5 rounds.
Red Steel is immobile cover terrain: it blocks line of sight and gives cover. It can't move, be attacked, or be damaged.
Lady Nancy and Lord Clark are special characters: each joins free and is their own one-model squad.
Victory
Nancy wins if Lord Clark falls — the secrets of tanknomancy are hers. Clark wins if Lady Nancy falls, or if Lord Clark still stands when Round 5 ends — the gambit fails.
Narrator's secret — tap to reveal (don't read aloud!)
At the start of Round 4, Red Steel roars half-alive — Clark's experiments have partly worked. The turret fights for Clark!
From Round 4 on it activates as its own squad with one action per round: a single Shot — Shoot 3+, Range 12". On a hit, the target takes 1 damage and every other model within 3" of it (friend or foe) takes 1.
Half-repaired, it still can't move, be attacked, or be destroyed. Reveal nothing until it fires!
Costs both actions. One roll to hit: target loses 2 Tough, every model within 3" loses 1.
Shogunate Alliance
Her army can mix Chaos and Shadow units together.
Her army may mix units from the Chaos and Shadow rosters.
The half-woken heart would not sleep again. As both clans nursed their wounds, the mountains themselves began to move — the Ultra Foundry had woken, and its last six machines were coming for what was stolen…
6
Act 6 — The Iron Heart Awakens Playtest
The last six machines come home for their stolen heart.
The clans thought they were fighting over a tank. They were wrong. Red Steel's burning core is the stolen heart of an Ultra — a god-frame that slept beneath Emberfall's mountains — and now the Foundry's last six machines march down to take it back. As the giants crest the hills the heart finally wakes: Red Steel rises on living treads, remembering nothing and hating everyone. Old enemies must stand together, or be ground beneath it.
Players2 + a monsterWho fights?Ultra vs the united clans — and the tank fights everyoneHow to winDestroy Red Steel, then hold its Heart at the end!
Forces
The Ultra (newcomers): up to 36 points from the Ultra roster, led by the Ultra Titan (its own one-model squad, ignores the 10-point cap).
The Alliance (Chaos + Shadow): old enemies unite — up to 36 points split however you like between the Chaos and Shadow rosters. All Alliance models are friendly to each other.
Red Steel Awakened (neutral): the living tank belongs to no one and attacks everyone. It has no points and is run by the Rampage rule.
Play on a 30" × 30" table and build the ruins of Emberfall across the center. Place Red Steel Awakened in the exact middle. The Ultra deploy within 4" of one table edge; the Alliance deploys within 4" of the opposite edge.
Special rules
The game lasts 5 rounds. Each round, run Red Steel first, then the two players alternate squads, swapping who goes first each round.
Red Steel is a neutral monster: every model on the table is its enemy, and it never counts toward holding the Heart.
The moment Red Steel is destroyed, leave a marker where it fell — that marker is the game's one objective, the Heart.
Victory
The Ultra win if they control the Heart (most models within 3") at the end of Round 5 — the core goes home to the Foundry. The Alliance wins if it controls the Heart at the end of Round 5 — the cursed heart is shattered and Emberfall is free. If Red Steel is never destroyed, it grinds loose into the mountains — a draw, and the war is not truly over.
How to run Red Steel (Rampage)
Red Steel takes 2 actions each round, run by whoever is not going first. It makes no choices — for each action, check in order:
Is any model within 2"? Fight it with Grinding Tracks.
Else, is the nearest model within 14"? Shoot it with the Empowered Cannon.
Else, move 8" straight toward the nearest model.
Tie for nearest? Pick the most-hurt model. Do this twice — the tank gets two actions.
Fresh from the design workshop — this finale debuts the Ultra faction, still being playtested. Tweak the points if a side keeps winning.
Red Steel Awakened
Monster
"The Stolen Heart" — a living Ultra frame
Move8"Shoot3+roll 3 or moreRange14"Fight3+roll 3 or moreTough18
Neutral monster — no points; moves and fights by the Rampage rule.
Empowered Cannon
Its shell hurts everyone standing close.
On a hit: the target and every model within 3" of it (anyone) take 2 damage.
Grinding Tracks
It rolls over everyone right next to it.
Each Fight: roll one die against every model within 2"; each hit removes 1 Tough (no Charge or High Ground bonus).
7
Act 7 — Defend the Forge Playtest
The last god-frames make their stand at the Flame of the East.
Lord Clark smashed the Ultra outpost and chased the last god-frames east — all the way to the Flame of the East, the terrible forge where the Titans are born. His host gathers at the gates, joined by old rivals who can smell the end coming. Inside, the Shadow cult and the surviving Titans bar the doors for one final stand.
This one is built for a game night: one grown-up runs the bad guys as the Narrator, and up to three kids team up to storm the forge together.
Players1–3 heroes + 1 NarratorWho fights?The clans storm the forge; the Narrator defends with Shadow + UltraHow to winCapture 2 of the 3 forge objectives by the end!
Forces
The Attackers: 1 to 3 players, each building 30 points from the Chaos roster. Every attacker is friendly to the others.
The Defenders (Narrator): one grown-up runs the Shadow and Ultra rosters together, spending the same total points as the attackers — see the table below.
The Guardian: the Narrator must field at least one Ultra Titan (two with three players). One Titan starts within 3" of the middle objective.
Army sizes
Keep it fair by matching the points — the more heroes attack, the bigger the forge's defenders grow:
Players
Heroes bring
Narrator brings
Must include
1
30 pts
30 pts
1 Ultra Titan
2
60 pts (30 each)
60 pts
1 Ultra Titan
3
90 pts (30 each)
90 pts
2 Ultra Titans
Setup
Split the table into three strips: the attackers' edge, the forge floor in the middle, and the forge itself at the far end. Put three objective markers in the forge third, at least 10" apart. Attackers deploy within 4" of their own edge; the Narrator's defenders deploy within 4" of the forge edge. No model — either side — may set up within 3" of an objective.
Special rules
The game lasts 5 rounds. The Narrator is one side and all the players are the other; take turns one squad at a time. On Round 1 the attackers go first.
The Doors Are Barred: on Round 1 the defenders may only shuffle around inside their own zone or Prepare — no shooting, no fighting, and they can't leave. (This gives the heroes one free rush across the open ground.)
Molten Vent: at the start of Rounds 2–5, every model within 2" of the middle objective — friend or foe — loses 1 Tough.
You hold an objective if you have more models within 3" of it than the enemy. A tie counts for no one.
The Titan can be charged like anyone — a Chaos Lord's charge is the heroes' best answer to the giant.
Victory
The attackers win if they hold 2 of the 3 objectives when Round 5 ends — the forge is broken and the Flame of the East goes out. The Narrator wins if the attackers hold fewer than 2 objectives at the end — the Flame burns on, and the Titans will rise again.
Fresh from the design workshop — a team-up finale built for a whole game night, still being playtested. If the heroes or the forge keep winning, nudge the points a little.
Ultra Titan
Titan class
"Forge Guardian" — an Ultra god-frame
Move6"Shoot3+roll 3 or moreRange12"Fight3+roll 3 or moreTough8Pts15
Heavy Cannon
Its gun hits extra hard — and on a 6 it blasts everyone next to the target too.
Shooting hits deal +1 damage. On a 6 to hit, every enemy within 2" of the target also takes 1 damage.
Slam
It slams the ground and everyone standing close gets hurt.
Each Fight action: roll one die. On a hit, every enemy within 2" takes 1 damage — 2 on a 6.
Titanfall
When it comes crashing in at full speed, it slams the moment it lands.
After moving more than 10" in a turn, it immediately makes a Slam.
8
Act 8 — Red Steel Returns Playtest
The living tank comes home grieving, and only the town stands in his path.
With the Forge fallen and his kin gone cold, Red Steel — Enraged turns on the villages of Kurokaru. Grief has made the living tank an engine of pure spite, and it rallies the last Ultras and Shadow cultists to rampage toward the innocent.
Lord Clark is far behind at the ruins. Only the town militia — farmers and shopkeepers with borrowed guns — stands between Red Steel and the villagers.
Players1–3 defenders + 1 NarratorWho fights?The Narrator drives Red Steel + a warband; the players defend as the militiaHow to winStop Red Steel capturing all three objectives!
Forces
Red Steel — Enraged: the boss — no points, and the defenders run it with the Rampage box. Every militia model is its enemy; the Ultra and Shadow are its friends.
The Warband: the Narrator fields 30 points of Ultra and/or Shadow per defending player (see the table), all friendly to Red Steel.
The Town Militia: each player builds 40 points from the Chaos roster — no Lords and nothing costing 7 or more (Troopers, Shielders, Gunners, and Flamers only).
Army sizes
The more of you defend, the bigger Red Steel's warband — and the tougher Red Steel itself:
Players
Militia each
Warband
Red Steel
1
40 pts
30 pts
Tough 18
2
40 pts
60 pts
Tough 30
3
40 pts
90 pts
Tough 42
Always three objectives, however many play.
Setup
Play on a village board (3'×3' or larger) full of buildings and walls. Red Steel and the whole warband deploy within 4" of one short edge; the militia set up anywhere in the opposite half. Place three objective markers across the militia's half, each at least 10" apart and 6" from any edge. No model deploys within 3" of an objective.
Special rules
The game lasts 5 rounds. Run Red Steel first each round (resolve its Rampage), then the militia and Narrator alternate one squad at a time. The militia go first on Round 1.
Objectives: Red Steel captures an objective the moment its base moves over it — mark it, for good. The militia can body-block its path: its Rolling Ram destroys only the first model in a straight charge, then stops.
Suppression stalls it: a suppressing hit steals one of Red Steel's two Rampage actions next round — bring Gunners, it's your best way to run out the clock.
Bait it: a model parked within 2" (off its path) draws a Grinding Tracks Fight instead of a drive — a cheap way to steal its turn.
Victory
Red Steel wins if it has captured all three objectives by the end of Round 5. The militia win if Red Steel is destroyed, or if even one objective is still uncaptured when Round 5 ends.
How to run Red Steel (Rampage)
The defenders run Red Steel — 2 actions each round, no choices. Take them in order:
Advance. Move 8" straight at the nearest uncaptured objective. If one is in reach, roll its base onto it and mark it.
Lash out. Militia within 2"? Fight with Grinding Tracks. Else in sight within 14"? Shoot with the Empowered Cannon. Else Advance again.
Tie for nearest? The defenders pick. Do this twice — the tank gets two actions.
Fresh from the design workshop — a boss-rush finale, still being playtested. If Red Steel steamrolls or falls too fast, nudge its Tough up or down a little.
Red Steel — Enraged
Boss
"The Grieving Engine" — a living Ultra frame
Move8"Shoot3+roll 3 or moreRange14"Fight3+roll 3 or moreTough18
Boss — no points; Tough rises with players. Run by the Rampage box.
Rolling Ram
It charges in a straight line and flattens the first thing it hits.
Once per turn, Move + Move in a straight line: the first enemy its base reaches is destroyed (no roll) and the move stops — but not on a turn it also Shoots or Fights.
Grinding Tracks
It rolls over everyone right next to it.
Each Fight: roll one die against every model within 2"; each hit removes 1 Tough (no Charge or High Ground bonus).
Empowered Cannon
Its shell hurts everyone standing close.
On a hit: the target and every model within 3" of it (anyone) take 2 damage.
9
Act 9 — Run Them Down Playtest
The prize flees down the mountain road, and Lord Clark gives chase.
Lord Clark holds the Forge at last — but the Shadow cultists are already hauling its lifeblood away: carts of Ultra-supplies rolling down the mountain road, enough to build a whole new host of god-frames.
Clark will not lose his prize twice. He abandons the throne and runs the caravan down himself.
Players1 hero (Lord Clark) vs 1 NarratorWho fights?Lord Clark chases; the Narrator guards the fleeing caravanHow to winCatch the supply carts before they escape!
Forces
Lord Clark: free — no points, his own one-model squad. Each cart he seizes is worth 10 Ultra points in the campaign's final battle.
The escort: 40 points from the Chaos roster, fielded on top of the free Lord Clark.
The caravan (Narrator): 40 points from the Shadow and Ultra rosters, with no unit costing over 7. Deploy them around the three supply carts.
Setup
Play on a 4'×3' board. One short edge is Clark's; the opposite short edge is where the supplies flee. Clark and his escort deploy within 6" of Clark's edge. Place three supply carts (objective markers) 14" in from Clark's edge, evenly spaced across the width. The Narrator deploys within 6" of any cart.
Special rules
The game lasts up to 5 rounds, but ends the moment all three carts are captured or escaped. Roll for first each round and alternate squads.
Only Lord Clark captures a cart. His escort can pin one — a friendly model within 3" keeps that cart from fleeing — but cannot seize it.
The supplies flee at the end of every round — resolve the carts with the box on the right.
Victory
The reward: Lord Clark banks 10 Ultra points for the campaign's final battle for each cart he captures — 0, 10, 20, or 30. Clark wins the day if he seizes 2 or 3 carts; the caravan gets away if he seizes only 0 or 1.
End of round: the supplies run
After both sides finish activating, take each cart in order:
Seized? Lord Clark within 3"? He captures it — flip the marker. It's banked for good and never moves again.
Held? Another Clark model within 3" of a cart he hasn't captured? That cart stays put this round.
Run. Every other cart slides 10" straight toward the far edge, through models and terrain.
Escaped? Any cart within 4" of the far edge is gone — those supplies are lost.
Spoils of the chase: every cart Clark banks is 10 Ultra points he'll field in the campaign's final mission.
Fresh from the design workshop, still being playtested. A lone Lord against a fleeing caravan — expect to catch about two of the three carts.
Lord Clark
Hero
Chaos Lord — Master of the Forge
Move7"Fight3+roll 3 or moreTough6Pts—
Free — each cart he seizes = 10 Ultra points in the finale.
Deadly
His sword hits take away two health.
Melee hits remove 2 Tough.
Leap
He can jump right over walls and people.
One action, once per turn: leap 10", over models and terrain.
Seize the Prize
The moment he grabs a cart, he can dash toward the next one.
The round Clark seizes a cart, he may at once make one free 7" Move toward another cart; this move can't capture.
10
Act 10 — Red Steel: Last Stand Finale · Playtest
Fight Lord Clark to the control dais and seal the rift before the dark takes Kurokaru.
Red Steel cannot be broken by steel — but at the heart of his host stands a control dais that commands every Ultra. If Lord Clark can fight through to it and seize it, the rift seals and Kurokaru is saved.
Lord Clark and Lady Nancy rally the last nobles for one desperate charge into the engine's teeth. But Tanknomancy is a patient poison, and as the sun sinks even the bravest hearts feel a cold whisper. Strike fast — the dark is coming.
Players1–3 nobles + 1 NarratorWho fights?Clark, Nancy & the nobles vs Red Steel and his corrupted hostHow to winGet Lord Clark to the dais and seize it!
Forces
The Alliance: Lord Clark and Lady Nancy, both free (each its own squad), plus 3 squads per player from the Chaos and Shadow rosters. No army-points to total up — just count squads (one unit type, up to 10 points each).
The Forge Unlocked (Act 9 carryover): add one Ultra squad for every supply cart Clark seized in Act 9 (skipped it? 2), shared out among the players.
More heroes: each player beyond Clark and Nancy commands one extra free hero, up to 9 points — Shadow Lord, Ultra Striker, or Ultra Lancer (using its normal roster card). They escort and protect Clark, but only Clark can seize the dais.
Red Steel's host (Narrator): Red Steel — Enraged (free), plus 3 squads per player, from the Ultra and Shadow rosters.
Army sizes
It's counted in squads, not points — a squad is one unit type, up to 10 points. Fewer things to push around the table:
Players
Alliance
Narrator host
1 (solo Clark)
3 squads
Red Steel + 3
2
6 squads
Red Steel + 6
3
9 squads
Red Steel + 9
Free for the Alliance on top: Clark, Nancy, one ≤9-pt hero per extra player, and +1 Ultra squad per Act-9 cart Clark seized (shared among the players). The host gains +1 squad per Act-8 objective (Tanknomancy). Red Steel is free, with 18 Tough.
Setup
Play on a 3'×3' board with scattered cover. The Alliance deploys within 6" of one edge; Red Steel and his host within 6" of the opposite edge. Place the control dais (one marker) 10" in from Red Steel's edge, centered — deep in the host's half, so Clark (about 20" away) must punch through to reach it.
Special rules
The dais gives cover: any model on or within 3" of the dais is in cover (+1 to hit it). Red Steel can't destroy the dais or ram a model on it — the seizer is safe there.
Seize the dais:only Lord Clark can seize — he alone knows Tanknomancy. At the end of each round, if he is within 3" of the dais, he seizes it once. Two Seizes win, so he must hold the dais at the end of two rounds. Enemies nearby don't stop it, and progress is never lost.
The Tanknomancy (Act 8 carryover): the host gains one extra Ultra squad for every objective Red Steel captured in Act 8 (skipped it? 2).
Rounds: roll for first each round, then alternate one squad at a time; Red Steel is the Narrator's squad.
Victory
The Alliance wins when Lord Clark completes his second Seize — held at the end of two rounds — and Red Steel and every Ultra go dark, saving Kurokaru. The Narrator wins if Lord Clark is knocked out (no one else can seize), or if neither side has won by the end of Round 6.
Narrator's secret — tap to reveal (don't read aloud!)
At the start of Round 4, day turns to night and the Tanknomancy takes root. The corruption spreads to the Alliance's own soldiers.
From Round 4 on, at the start of every round each surviving non-hero player squad rolls one die — on a 1 that squad is corrupted: it changes sides at once and fights for Red Steel for the rest of the game. Hero squads never roll — the corruption cannot claim a hero.
Say nothing until night falls, then spring it. The story hints at it — the players should not see it coming!
The grand finale — everything the campaign built toward. The printable sheet is two pages: the battle and Red Steel's card on page 1, and cut-out cards for Lord Clark and Lady Nancy on page 2. Fresh from the workshop and still being playtested; the Narrator can dial the host's points to taste.
Red Steel — Enraged
Boss
"The Grieving Engine" — a corrupted Ultra frame
Move8"Shoot3+roll 3 or moreRange14"Fight3+roll 3 or moreTough18
Boss — no points.
Rolling Ram
It charges in a straight line and smashes the first thing it hits — but never on the dais.
Once per turn, Move + Move straight: deal 4 damage to the first enemy hit, or smash one terrain piece — then stop. Not on a turn it also Shoots or Fights. Never touches the dais or a model on it.
Grinding Tracks
It rolls over everyone right next to it.
Each Fight: roll one die against every enemy within 2"; each hit removes 1 Tough (no Charge or High Ground bonus).
Empowered Cannon
Its shell hurts everyone standing close.
On a hit: the target and every model within 3" of it (friend or foe) take 2 damage.
Lord Clark
Hero
Chaos Lord — Master of the Forge
Move7"Fight3+roll 3 or moreTough6Pts—
Free — a one-model squad. He alone can seize the dais.
Deadly
His sword hits take away two health.
Melee hits remove 2 Tough.
Leap
He can jump right over walls and people.
One action, once per turn: leap 10", over models and terrain.
Seize the Dais
Only Clark knows how — stand on the dais when the round ends, twice, to win!
Only Lord Clark can seize. At the end of a round, if he is within 3" of the dais, he seizes it once. Two Seizes (over two rounds) win the game; progress stays on the dais.
How the tale ends. Read the whole story of the war for Emberfall, act by act — The Red Steel Saga. Or read how it might have gone: the dark path, where Red Steel conquers Kurokaru.