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Download Wrath of Heaven Rules Here By Guy Bowers THEME Ninja action with Muskets and Tomahawks WRATH OF HEAVEN Venture into the world of feudal Japan, playing the role of Shinobi from the legendary Azuma clan. Take on spying, stealth and assassination missions for the Daimyo Lord. Do you have what it takes to be a Master Ninja? am one of those gamers who gets easily inspired by all manner of Ithings. New rulesets can be modified to do more, a book suggests a scenario, a computer game could be something for the tabletop... Nostalgia sugested the Playstation game Tenchu Stealth Assas- sin might be combined with Muskets and Tomahawks. Soon, the basics of a cunning game began to take root in my mind. Thus was born Tenchu. (All dice used are D6.) THE BASIC GAME Tenchu uses a card-driven activation se- quence. Cards are drawn in turn. When a card for a particular unit type comes up, all the units or models of that type Silence the courtesan! are activated and may take one (or two) actions, depending on the card. There four things: A hit requires the model to make a save are the following cards: • Move up to 6” (Ninja may sprint 9”) or be removed from play. 4 Ninja cards with 1 Action • Move into contact with an enemy 1 Bonus Action card, ‘Banzai’ model and attack in mêlée Mêlée 2 Samurai cards with 2 Actions • Shoot with a missile weapon (if not in The attacker and defender both roll 1 Ronin card with 2 Actions mêlée) against their ‘Kendo’ on a D6. Compare 1 Ronin card with 1 Action • Perform another action (e.g. pass on a both scores. 3 Ashigaru cards with 1 Action message or open a chest) 3 Civilian cards with 1 Action If the attacker succeeds in his roll and 3 Event cards, numbered 1, 2, and 3 Model characteristics the defender fails, then the attacker has When playing straight faction-versus- Each model type is rated by its abil- hit and the defender must make a save faction games, two sets of cards will ity in mêlée (‘Kendo’), its ability in or be removed from play. be required. Use the relevant cards ranged combat (‘Kyudo’), and its level If the defender succeeds, but the at- each force. For advanced Ninja mission of armour (‘Save’). A naked person has tacker fails in his roll, then the defender games, take the Ninja cards from one a ‘Save’ of 6+. Clothing gives some has parried the blow. set and the faction cards from the other protection – thus, the villager’s 5+. If both succeed in their rolls, then the set. Download a PDF of the cards at lower score of the two dice wins. www.wssmagazine.com/tenchu Ninja and heroes will also have special On a tie (both rolling the same score), abilities, listed separately. the weapon quality comes into effect to Event cards only come into play if they determine who won the combat. are in order. If ‘1’ is drawn first, an Shooting event occurs and is rolled for. The Ban- Models with missile weapons can attack Weapons (in case of tied mêlée) zai card allows any Ninjas and heroes at range instead of moving. They hit - Katana beats Wakisashi in open spaces to take one action. on a roll higher than or equal to their - Wakisashi beats Katana in enclosed (modified) ‘Kyudo’ score as follows: spaces (indoors or woodland) Actions -1 Over half range - Swords beat pole-arms – the pole-arm When activated, a model may do one of -1 Target is obscured is broken unless it ‘Saves’ on a 4+ 40 WSS nr67 - gecorrigeerd.indd 40 04-06-13 23:38 Sample unit characteristics tack or make a call of “Ninja!”, ending Name Kendo Kyudo Save Equipment his activation. Samurai 4+ 4+ 3+ Katana, Samurai armour Ashigaru 5+ 5+ 4+ Wakisashi, Ashigaru armour Calling “Ninja!” gains the spotted Ninja Villager 5+ 6+ 5+ Improvised weapons Noise tokens (see below) and every Ninja 3+ 3+ 4+ Ninjato NPC within 12” of the call or in line-of- sight (24”) is immediately activated. - Tetsubo Club beats swords – the sword tion table for subsequent movement, is broken unless it ‘Saves’ on a 4+ and will have to spot the Ninja anew. “Ninja!” can only be called once per - Any weapon beats Tanto dagger or turn. unarmed models. NPC action and reaction Civilians and guards act randomly on a Noise THE ADVANCED GAME roll of a D6 when activated, unless they Noise is a key component of Tenchu. The advanced game sees a team of have previously spotted a Ninja and The more noise the Ninja makes, the Ninja performing different missions still have him in sight. This random roll more likely it is that the enemy will against forces controlled by a referee (or (next page) will be modified depending move in his direction and spot him. other players). These forces of enemies on noise and the tension level (more on A Ninja gains Noise tokens when: and bystanders (known as NPCs) are, at these later). Running / Climbing 1 Noise first, rolled for randomly, and modified Fighting 1 Noise by the Ninja’s actions. We only worry about NPCs who are Falling (Climb failure) 1 Noise close to the Ninja. Thus, we only roll Explosion 2 Noise Stealth and movement for any model who is within 12” of the Shout of “Ninja!” 2 Noise / Ninjas are spotted in the open on a 2+, Ninja, who is in the same compound 1 Noise in cover on a 4+. Deduct 1 if the Ninja (if outside 12”), or who can potentially is on higher (or lower) ground than the see the Ninja within 24”. All NPCs have Explosions are unique, as they’ll attract spotter, and an additional 1 if he is over an arc of vision of 90 degrees to the people to the source of the explosion, 12” away. Ninjas can hide and crawl front. If a Ninja is within 24” and in this not directly to the Ninja, for one turn. up to 3”, reducing their chance of be- frontal arc, roll to spot. The shout of “Ninja!” initially gener- ing spotted by 1. If the Ninja is using a ates 2 Noise. This is reduced to 1 Noise disguise, the chance to spot is 5+, but An NPC only spots or moves on activa- on the Ninja’s next activation, but that this advantage is lost if the Ninja runs, tion, or if a call of ‘Ninja!’ is made Noise token remains until the end of enters combat or is spotted. within reaction distance (12” or line-of- the turn. sight). Ninja may run 9” but incur one Noise Unless otherwise stated above, Noise token for the turn they ran. Once NPCs are activated, roll randomly tokens are removed when the Ninja is to see what they do, modified by noise next activated or at the end of the turn. Once the Ninja is spotted, the NPC and the tension level. Deduct 1 if the can ignore the reaction table and either Ninja has cover between him and the Tension level move as directly as possible towards the NPC, is over 12” away, or is at a higher Guards and civilians will react to their Ninja to attack, or shoot with a ranged level (people tend not to look up). Add surroundings. If all is quiet, then the weapon. Point the model towards the any Noise modifiers. If the result is natives will be calm. However, if the Ninja to indicate that he has been spot- below the current tension level, modify ground is littered with dead bodies ly- ted. The Ninja will have to break line- it to equal the tension level. ing, smoke rises and explosions boom, of-sight to shake off the NPC, at which they will become ‘edgy’ and are more point the NPC reverts back to the reac- Guards or civilians move logically and likely to react. will not make suicidal moves (such as walking off bridges or cliffs). If they The tension level starts at 1. Add the cannot move in one direction, they will following modifiers: turn until they can complete their move. +1 Dead lying in the open Random moves to left or right can be +1 Smoke visible this turn diced for (odds = right; evens = left). +1 Fighting or call of “Ninja!” this turn Players and referees are welcome to make up their own stories to explain the The tension level becomes the mini- actions of NPCs. mum reaction that NPCs will perform when they are activated (after modifica- Ninja! tions for noise). Ninja may be hidden, Each NPC rolls once per action - at but villagers will still act erratically if any time - to spot a Ninja. If a Ninja is half the village is burnt down... Clever Two Ninja break into the Merchant’s spotted, the NPC may use the rest of his Ninja reduce the tension by carefully house. movement to close on the Ninja and at- hiding any corpses! 41 WSS nr67 - gecorrigeerd.indd 41 04-06-13 23:38 NPC REACTION TABLE To determine the Guard’s move, a D6 is thrown every action to see how they THEME react. 1 Guard yawns and stretches. No movement. 2 Guard look around. Turn the model 90 degrees. 3 Guard moves 6” away from Ninja. 4 Guard turns 90 degrees and moves 6”. 5 “Huh?” Guard moves 6” in the direction he is facing. 6 “What was that noise?” Guard moves 6” towards Ninja.
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