Chapter I
The End War
The End War took less than a year. Civilization had spent millennia building cities, nations, philosophies and plumbing. The war turned most of it into irradiated rubble.
The bombs fell. The skies went grey, then black, then a colour nobody had a word for, because the people who named colours were gone. Whole regions became wasteland. Famine followed fire.
When the survivors finally crawled out of whatever had saved them, they found something predictable: they still disagreed about everything.
The calendar reset to year zero. Nobody agreed on that either.
Chapter II
The Clad
Out of the ashes, factions formed. Out of the factions, champions. They're called the Clad: warriors sealed in relic cyber-armour, salvaged from before the war and held together by engineering, desperation and aggressive optimism.
Not soldiers. Not mercenaries. Something in between. They fight for factions too stubborn to negotiate, in arenas too brutal for diplomacy. There are no treaties any more. Only matches.

Chapter III
The Five, and the Miners
Five classes of Clad, and the Miners who come with every squad. Every squad is drafted, so no two are the same.
Squire
Frontline · Anchor
Relic plate, a spear and a shield that has stopped worse than you. The Squire stands in front so the rest of the squad can keep standing.
Squire card →Assassin
Damage · Back-line hunter
Nobody sees the Assassin arrive. They see their back line fall, and then they see the Assassin.
Assassin card →Data Shaman
Damage · Artillery
Keeps a staff that shouldn't still work and a lot of distance. The Shaman turns what's left of the old world's data into fire.
Data Shaman card →Archer
Control · Marksman
Patient, far away and very hard to reach. If you suddenly can't move, look for the Archer.
Archer card →Alchemist
Support · Medic
Acid for them, elixirs for us. The Alchemist keeps one squad standing by making the other one corrode.
Alchemist card →Miner
Economy · Auto-included
Every squad gets two. Miners dig crystals out of the cavern floor so everyone else can gear up at the forge.
Miner card →Chapter IV
Why they fight
The factions will tell you it's about territory. About tech buried in the ash. About resources, influence, survival.
The Clad will tell you something else. They fight because the world ended and nobody could agree on what comes next. Talking stopped working, and this is what's left.
They fight because someone has to.
Chapter V
Combat doctrine
Now you know why. Here's how.
- I
Set up, then strike
Corrode first, burst second. Damage without setup is damage wasted. The Clad who rush in die. The Clad who prepare win.
Status effects → - II
Protect the chain
Every kill starts with a setup unit. Find theirs and kill it first. Keep yours inside the Squire's Fortified aura, where it can't be backstabbed.
Counters → - III
Position is the game
Squire in front. Archer in back. Assassin in the shadows. One wrong tile costs the match, and you only get one unit per turn to fix it.
Your turn →
Free · No wallet needed
The arena's open.
History's written. The next match isn't.
