Wargame Mechanics Index

Wrath of Heaven (Tenchu)

Stealth missions against table-driven NPCs whose reactions are pushed by player-generated noise and a global tension floor.

A four-page feudal Japan ninja stealth skirmish game inspired by the Tenchu video game and Muskets & Tomahawks activation. A card deck activates all models of a type for one or two actions. In the advanced game a few Ninja undertake missions against guards and civilians who act via d6 reaction tables, while noise tokens and a rising tension level make them more alert.

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Mechanics 19 · 1 distinctive

Command & Control

2cmd
Card actions by unit typePer-unit action allowance

Each unit type's activation card grants its models one or two actions, so unit quality sets the action count.

How it works

Cards are drawn in turn; when a card for a unit type comes up, all models of that type activate and take one (or two) actions as printed on the card. Samurai cards and one Ronin card give 2 actions, while Ninja, Ashigaru, Civilian and the other Ronin cards give 1. A Banzai bonus card gives extra activation to Ninja and heroes. An action is move up to 6" (Ninja sprint 9"), move into melee, shoot, or another action such as opening a chest.

all the units or models of that type are activated and may take one (or two) actions, depending on the card. There are the following cards: 4 Ninja cards with 1 Action ... 2 Samurai cards with 2 Actions
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2cmd
Stealth and movementSpotting & detection

NPCs roll to spot Ninja in their 90-degree frontal arc, modified by cover, height, range and disguise.

How it works

Ninja are spotted in the open on 2+, in cover on 4+; -1 if on different height, -1 more if over 12" away; hiding/crawling gives a further -1; a disguise raises it to 5+ until the Ninja runs, fights or is spotted; smoke means only spotted on 6+. NPCs have a 90-degree arc and roll if the Ninja is within 24" in that arc. A spotted Ninja must break line of sight to shake pursuit.

Ninjas are spotted in the open on a 2+, in cover on a 4+.
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1cmd

In the advanced game NPC forces may be run by a referee or other players.

How it works

The advanced game sees Ninja performing missions against forces controlled by a referee or other players, initially rolled for randomly and modified by the Ninja's actions.

The advanced game sees a team of Ninja performing different missions against forces controlled by a referee (or other players).
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Damage & Attrition

1dmg

A hit model makes an armour save or is removed.

How it works

Each model has a Save value (naked 6+, clothed villager 5+, samurai armour 3+). Failing a save removes the model. Poison and bombs reduce saves by 1, silent kill by 2.

A hit requires the model to make a save or be removed from play.
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1dmg

Ninja and some heroes need two failed saves to be removed.

How it works

The first failed save only wounds the Ninja and can be cured with a healing potion; the second removes it.

Resilience. It takes two failed ‘Saves’ to remove a Ninja from play.
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Forces & Unit Definition

2force
Ninja skills and arsenalSpecial traits & abilities

All Ninja have Silent Kill, Riposte, Climb and Resilience, plus four equipment items.

How it works

Silent Kill: approaching directly from behind gives an unopposed Kendo roll with the target saving at -2 (heroes turn and defend instead). Riposte: if an attacker fails his Kendo roll the Ninja may strike back. Items include grapnel, poison, smoke bomb (2" cloud, spotted only on 6+), caltrops, poison rice, bomb, disguise, blowpipe, shuriken, bow (two items), ninja armour and healing potion.

Silent Kill. If the Ninja approaches a target directly from behind (not to the side), they may make an unopposed Kendo roll (only the Ninja rolls). The target saves at -2.
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1force
Sample Ninja / HeroesNamed characters & heroes

Named Ninja and mission heroes with individual profiles and talents.

How it works

Models are rated Kendo, Kyudo and Save. Sample Ninja (Jasparu, Mito Gai, Christyami, Marku Yama) have personal profiles and talents such as two weapons; mission targets include heroes with Resilience.

Each model type is rated by its ability in mêlée (‘Kendo’), its ability in ranged combat (‘Kyudo’), and its level of armour (‘Save’).
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Close Combat

2melee
Mêlée (Kendo)Opposed melee roll

Both roll against their Kendo; success vs failure hits or parries, and if both succeed the lower die wins.

How it works

If attacker succeeds and defender fails, the defender must save or be removed; if only the defender succeeds he parries. If both succeed the lower score wins. Two-weapon fighters roll two dice and choose one.

If both succeed in their rolls, then the lower score of the two dice wins.
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2melee
Weapons (in case of tied mêlée)Troop-type matchups

Tied melee rolls are decided by weapon-versus-weapon precedence.

How it works

Katana beats wakisashi in the open; wakisashi beats katana indoors or in woodland; swords beat pole-arms (pole-arm broken unless it saves 4+); tetsubo beats swords (sword broken unless saves 4+); any weapon beats tanto or unarmed.

Katana beats Wakisashi in open spaces - Wakisashi beats Katana in enclosed spaces (indoors or woodland)
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Movement & Manoeuvre

2move

Ninja climb building levels on a roll, with falls on a 1.

How it works

A Ninja climbs one level on 4+ (2+ with a grapnel). On a 1 the Ninja falls, is prone and generates an extra Noise token; falling more than one level requires a Save per additional level.

A Ninja may climb one level on a 4+ (2+ with a grapnel).
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1move

Models move 6"; Ninja may run 9" at the cost of noise.

How it works

A move action is up to 6". Ninja may run 9" but incur a Noise token for that turn. Hiding/crawling is up to 3". Ninja armour reduces speed by 1".

Ninja may run 9” but incur one Noise token for the turn they ran.
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Scenario, Campaign & Victory

2scen
Event cardsRandom events

Three numbered event cards trigger an event only when drawn in order.

How it works

Event cards come into play only if they are in order: if '1' is drawn first an event occurs and is rolled for. No event table is printed in the article.

Event cards only come into play if they are in order. If ‘1’ is drawn first, an event occurs and is rolled for.
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1scen

Six missions (assassination, theft, rescue, interception) are assigned randomly.

How it works

Missions include silencing the consort, punishing the evil merchant, retrieving the ancestral sword or stolen horse, rescuing a hostage and stopping a messenger, each with target location and opposing NPC profiles.

Here are six Ninja missions for the Shinobi to complete. They should be given randomly to players.
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Solo & Non-Player Forces

3solo
Noise and Tension levelNoise and tension escalation

Player actions generate noise that pushes NPC reactions toward the Ninja, while a global tension level sets a floor on NPC reaction rolls.

How it works

A Ninja gains Noise tokens for running/climbing (1), fighting (1), falling (1), explosions (2, drawing NPCs to the blast) and a 'Ninja!' shout (2, then 1); tokens add to NPC reaction rolls and normally clear on the Ninja's next activation or turn end. Tension starts at 1, +1 for dead in the open, +1 smoke visible, +1 fighting or 'Ninja!' this turn; any modified reaction roll below the tension level is raised to it. Hiding corpses reduces tension.

The tension level becomes the minimum reaction that NPCs will perform when they are activated (after modifications for noise).
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2solo
NPC Reaction TableAI behaviour tables

Unalerted guards and civilians roll a d6 each action to determine their behaviour.

How it works

Only NPCs within 12" of a Ninja, in the same compound, or able to see him within 24" are rolled for. Guards: 1 no move, 2 turn 90 degrees, 3 move 6" away, 4 turn and move 6", 5 move 6" forward, 6 move 6" towards the Ninja. Civilians have their own table. -1 if the Ninja has cover, is over 12" away or higher; noise tokens are added.

Civilians and guards act randomly on a roll of a D6 when activated, unless they have previously spotted a Ninja and still have him in sight.
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Turn Structure & Sequence

2turn
Card-driven activation sequenceCard-driven activation

Drawing a type's card activates all models of that type for one or two actions.

How it works

The deck holds 4 Ninja cards (1 action), a Banzai bonus card (any Ninja and heroes take one action), 2 Samurai (2 actions), Ronin cards (2 and 1), 3 Ashigaru, 3 Civilian and 3 numbered Event cards. Faction-vs-faction games use two sets. Actions: move 6" (Ninja sprint 9"), move into melee, shoot, or another action such as opening a chest.

When a card for a particular unit type comes up, all the units or models of that type are activated and may take one (or two) actions, depending on the card.
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2turn

An NPC that spots a Ninja can raise the alarm, immediately activating nearby NPCs.

How it works

Each NPC rolls once per action to spot. On spotting it may close and attack or call 'Ninja!', ending its activation; the call generates noise and immediately activates every NPC within 12" or in line of sight (24"). Only one call per turn.

Calling “Ninja!” gains the spotted Ninja Noise tokens (see below) and every NPC within 12” of the call or in line-of-sight (24”) is immediately activated.
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Resolution Engine

1engine

All dice are d6.

How it works

All tests (spotting, reaction, shooting, melee, saves, climbing) are single d6 rolls against target numbers.

All dice used are D6.
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Ranged Combat

1fire
Shooting (Kyudo)Target-number to-hit

Hit on a d6 equal to or above the model's Kyudo score, modified for range and obscurement.

How it works

Models with missile weapons shoot instead of moving and not while in melee. -1 over half range, -1 target obscured. A hit requires a save or the model is removed.

They hit on a roll higher than or equal to their (modified) ‘Kyudo’ score
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