Samurai
Advanced
Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
1. Summary
Samurai are elite armored enemy units that sit at the top of the enemy hierarchy and force the player to use specialized counterplay rather than standard stealth shortcuts. They resist or ignore common distractions, see through disguise, survive most standard ranged attacks as a stun instead of a kill, and can only be killed directly through specific heavy, explosive, environmental, or follow-up methods.
3. Design Intent / Job Story
When I identify an armored elite enemy in a guarded route, I want to understand which tools can bypass, stun, or kill it, so that I can build a safe plan around its resistance to normal distraction, disguise, and ranged elimination tactics.
4. Role in Gameplay Loop
- Creates the highest enemy-threat tier within the enemy hierarchy.
- Forces players to distinguish bypass, stun, and kill plans instead of treating all enemies as standard takedown targets.
- Acts as a hard counter to disguise routes and common sound-lure patterns.
- Gives specialized anti-Samurai tools, environmental hazards, and coordinated stun-follow-up tactics high tactical value.
- Raises execution risk because some valid kill methods take longer, make more noise, or require another character to complete the plan.
5. Preconditions
- Mission has spawned at least one Samurai enemy unit.
- Enemy AI and detection systems are active.
- Player has line of sight, proximity, or other tactical information sufficient to identify the unit as a Samurai.
- Any attempted countermeasure is available to the current squad through character composition, ammunition, environmental setup, or coordinated follow-up.
- For direct elimination, the selected method is one of the Samurai-valid kill methods rather than a standard guard-only tactic.
6. Parameters
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Enemy tier | Elite / Samurai | enum | Highest documented enemy tier within the hierarchy. |
| Armor state | Heavy armor | enum | Determines resistance to standard ranged and melee kill methods. |
| Standard distraction response | Ignore movement lure; look only | enum | Samurai do not walk to common lures such as Kuma; they may look toward the source. |
| Disguise response | See through and attack on sight | enum | Disguise does not protect against Samurai detection. |
| Matchlock pistol effect | Stun, not kill | enemy-state result | Shared pistols disable Samurai temporarily rather than killing them. |
| Scoped rifle effect | Stun, not kill | enemy-state result | Long-range rifle shots disable Samurai but require follow-up for kill. |
| Heavy hand cannon effect | Kill | enemy-state result | Heavy ranged anti-Samurai shot kills rather than stuns. |
| Specialized melee effect | Kill | enemy-state result | Sword-to-sword melee can kill Samurai directly. |
| Specialized melee duration | A couple seconds / TBD exact value | duration | Direct sword-to-sword kill takes longer than a normal takedown and creates vulnerability. |
| Area crowd-control effect | Excluded / no kill | enemy-state result | Area attacks described as non-Samurai kills must not kill Samurai. |
| Explosive effect | Kill when valid | enemy-state result | Grenades or equivalent explosives can kill Samurai directly when used in range. |
| Environmental hazard effect | Kill when valid | enemy-state result | Falling objects, explosions, or other valid environmental hazards bypass armor. |
| Stun follow-up window | TBD | duration | Time available to finish a stunned Samurai before recovery. |
| Stunned counterattack ability | Can remain dangerous | boolean | Evidence indicates a shocked/stunned Samurai can still perform knife attacks in some contexts. |
7. Core Rules
- Samurai are elite armored enemies and should not use the same vulnerability table as Normal Guards.
- Standard sound-lure tactics such as common distractions and companion lures do not pull Samurai away from their post; at most, the Samurai turns or looks toward the source.
- Disguise does not protect a character from Samurai; a Samurai sees through disguise and attacks on sight.
- Standard matchlock pistols stun Samurai instead of killing them.
- Scoped rifle shots can stun Samurai at long range but do not kill them outright.
- A stunned Samurai remains dangerous if the stun state still permits close-range counterattacks or recovery before follow-up.
- A standard stun on a Samurai must be followed by a valid finishing method before the Samurai recovers or creates combat/alarm consequences.
- The heavy anti-Samurai hand-cannon shot kills Samurai at range, unlike standard matchlock fire.
- A specialized sword-to-sword melee takedown can kill Samurai directly, but the longer execution leaves the attacker vulnerable during the animation.
- Area-of-effect melee crowd-control attacks that explicitly exclude Samurai must not kill them.
- Explosive attacks and environmental hazards can kill Samurai when the source is defined as valid against armored enemies.
- If the current squad lacks a direct Samurai counter, the intended solution should be bypass, environmental setup, or stun-plus-follow-up coordination rather than a normal takedown.
8. BDD Scenarios
Scenario: Samurai ignores a companion lure
- Given
- a Samurai is guarding a route
- When
- the lure would normally pull a regular guard away from position
- Then
- the Samurai does not walk to the lure
- And
- a sound-based companion lure is activated within attention range
- And
- the Samurai only looks toward the source or briefly changes attention
Scenario: Disguise fails against Samurai
- Given
- a character is in disguise
- When
- the disguised character enters the Samurai's detection range
- Then
- the Samurai sees through the disguise
- And
- a Samurai has line of sight to the disguised character
- And
- the Samurai attacks on sight
Scenario: Standard firearm only stuns Samurai
- Given
- a Samurai is a valid target for a standard matchlock pistol
- When
- the player fires the pistol at the Samurai
- Then
- the Samurai is stunned rather than killed
- And
- the player must use another valid method to finish, bypass, or escape before recovery
Scenario: Rifle stun followed by allied finish
- Given
- a Samurai is too far away for immediate melee access
- When
- the player shoots the Samurai with the rifle
- Then
- the Samurai is stunned rather than killed
- And
- a scoped rifle user has line of sight to the Samurai
- And
- another character can finish the Samurai during the stun window if positioned correctly
Scenario: Heavy ranged weapon kills Samurai
- Given
- the heavy anti-Samurai hand cannon has ammunition available
- When
- the player fires the hand cannon at the Samurai
- Then
- the Samurai is killed at range
- And
- a Samurai is a valid target
- And
- the shot consumes one limited charge and applies its loud weapon consequence
Scenario: Specialized melee kills Samurai with exposure
- Given
- the specialized Samurai-capable melee owner is close enough to the Samurai
- When
- the player executes the sword-to-sword takedown
- Then
- the Samurai is killed directly
- And
- no other enemy can punish the attacker during the extended animation
- And
- the attacker remains vulnerable until the animation completes
Scenario: Non-Samurai area attack does not kill Samurai
- Given
- an area-of-effect melee attack is defined to kill only non-Samurai enemies
- When
- the player executes the attack
- Then
- non-Samurai enemies in the area are killed
- And
- a Samurai stands inside the attack area
- And
- the Samurai survives according to its armored enemy rules
9. Edge Cases
- Samurai is stunned by a firearm but recovers before the player can complete a finishing action.
- Samurai is stunned but remains capable of a close-range knife/counterattack during the stun or shock state.
- A lure affects nearby regular guards while the Samurai only looks toward the source, desynchronizing the patrol plan.
- Disguised movement route is safe against regular guards but fails because a Samurai patrol crosses it.
- Player queues a normal melee, projectile, or area attack in Shadow Mode against a Samurai and the target validation must reject or resolve as non-lethal.
- Direct anti-Samurai method creates loud noise, exposes a body, or alerts nearby enemies even though the Samurai dies.
- Environmental kill setup succeeds against Samurai but the resulting accident/noise changes nearby patrol behavior.
- Current mission squad lacks the character or ammo needed for direct Samurai removal, requiring bypass or environmental planning.
10. QA Notes
- Verify Samurai ignore standard sound distractions that move Normal Guards, while still showing the intended look/attention reaction.
- Verify disguise detection by Samurai attacks immediately and does not use the regular guard disguise-safe path.
- Verify standard matchlock pistols stun Samurai and never kill them directly.
- Verify scoped rifle shots stun Samurai and allow a timed follow-up by another valid character.
- Verify heavy anti-Samurai ranged fire kills Samurai and consumes the correct limited ammunition.
- Verify the specialized sword-to-sword melee kill works only for the intended owner and uses the longer vulnerable animation.
- Verify area-of-effect attacks documented as non-Samurai do not kill Samurai even when the Samurai stands inside the area.
- Verify explosive and environmental kills resolve correctly against Samurai across missions that include those setups.
- Verify stunned Samurai recovery, counterattack, body state, alarm, and follow-up interactions across all difficulty settings.
- Verify UI targeting, ability availability, and failure feedback prevent players from reading invalid tactics as successful Samurai counters.
11. Mechanic Dependencies
- Environmental Interaction System (Environmental interaction rules provide non-character-specific kill options such as falling objects or explosive hazards that can bypass Samurai armor.)
- Enemy Type Hierarchy (Samurai are the elite child enemy type within the broader enemy hierarchy and inherit the need for type-specific vulnerability rules.)
- Shadow Mode Coordination System (Shadow Mode coordination is relevant for stun-follow-up plans where one character disables the Samurai and another finishes during the window.)
- Melee Takedown Variations (Melee takedown variations define the specialized sword-to-sword kill that can directly eliminate Samurai and its longer vulnerability window.)
- Ranged Elimination Abilities (Ranged elimination rules define why standard pistols and rifles stun Samurai while the heavy hand cannon can kill them.)
- Sound-Based Distraction Abilities (Sound-based distraction rules are required because Samurai resist common lures and do not move like regular guards when distracted.)
- Disguise and Social Infiltration System (Disguise and social infiltration rules include Samurai as the hard counter that sees through disguise and attacks on sight.)
12. UI Links
- Ability Command Bar - The Ability Command Bar exposes the anti-Samurai tools and invalid/available ability states, including melee, firearm, hand cannon, rifle, grenade, and distraction abilities.
- Shadow Mode Command UI - Shadow Mode Command UI supports coordinated stun-and-follow-up sequences needed when a Samurai is disabled but not killed by the first action.
- Enemy Vision Cones - Enemy Vision Cones show Samurai sight coverage and support route planning around their detection and disguise-countering presence.
- Detection Feedback Overlay - The Detection Feedback Overlay communicates Samurai detection, suspicion, and alert states, including the special case where disguise can be bypassed immediately.
References
- 1.
Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L54-76 of 116)
- 2.
Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L84-90 of 116)
- 3.
Steam Community :: Guide :: Shadow Tactics: Full Character Guides and Tricks (L98-116 of 116)
- 4.
Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L67-78 of 101)
- 5.
The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L4430-4442 of 4930)
- 6.
Прохождение Shadow Tactics: Blades of the Shogun #1 - Осада Осаки | Тракт Накасено [Профессионал] (1:24:10-1:24:12)
- 7.
Прохождение Shadow Tactics: Blades of the Shogun #3 - Гора Цуру|Убийство господина Ябу[Профессионал] (1:44:36-1:44:38)
![Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 1 - Осада Осаки Тракт Накасено [Профессионал] at 1:24:10-1:24:12](/published/media/shadow-tactics-blades-of-the-shogun/source-9-preview-5ee12e1ff7.jpg)
![Visual reference from Прохождение Shadow Tactics: Blades of the Shogun 3 - Гора Цуру Убийство господина Ябу[Профессионал] at 1:44:36-1:44:38](/published/media/shadow-tactics-blades-of-the-shogun/source-44-preview-26b01e7f50.jpg)