Stealth Elimination Mechanics
Base
Shadow Tactics: Blades of the Shogun
- Status
- Released
- Year
- 2016
- Genre
- Indie, Strategy
- Platforms
- Windows, macOS, Linux
1. Summary
A multi-faceted stealth combat system allowing players to eliminate enemies through various methods: direct melee attacks (kill or knock out), ranged attacks (pistols, rifle), traps, staged accidents, and environmental interactions. Players can lure guards into ambushes, use distractions to create openings, and employ character-specific abilities for tactical advantages. The system balances stealth (knock out, minimal noise) with aggressive options (direct kills, area attacks) while managing the risk of raising alarms.
3. Design Intent / Job Story
When a guard blocks the path to my objective, I want to eliminate them silently without raising an alarm, so that my team can proceed undetected.
4. Role in Gameplay Loop
- Provides the primary combat resolution method in a stealth-oriented tactical game
- Enables tactical puzzle-solving by offering multiple solutions to each enemy encounter
- Creates risk/reward decisions between quiet/slow methods and fast/loud methods
- Drives squad coordination through simultaneous multi-character eliminations
- Supports mission replayability via varied playstyles (lethal, non-lethal, avoidance)
5. Preconditions
- The player character performing the elimination is alive and not incapacitated
- The target enemy is within the elimination ability's effective range
- The target is not already in an alert or alarm state (for stealth takedowns)
- For firearm eliminations, the character has remaining ammunition
- For reusable ranged abilities (shuriken, trap, sake bottle), the item has been retrieved after prior use
- For environmental eliminations, the required interactable object is present and the target is in position
6. Parameters
| Parameter | Value | Type | Notes |
|---|---|---|---|
| Melee takedown duration | 1.0–3.5 sec | duration | Time to execute a stealth kill; varies by character archetype |
| Melee takedown noise radius | 0–5 m | distance | Distance at which melee kills are audible; 0 for fully silent characters |
| Projectile range | ~15 m | distance | Maximum effective throw distance for shuriken-like weapons |
| Projectile death delay | 2–3 sec | duration | Time victim spends in writhing state before death |
| Matchlock pistol ammo | 3 shots | integer | Standard firearm ammunition per character per mission |
| Matchlock pistol reload | ~2 sec | duration | Time between shots for standard firearms |
| Matchlock pistol noise radius | TBD | distance | Alert radius for firearm discharge |
| Hand cannon ammo | 2 shots | integer | Heavy firearm ammunition for armored-enemy kills |
| Sniper rifle ammo | 6 shots | integer | Scoped long-range rifle ammunition |
| Grenade count | 2 | integer | Explosive charges per mission for area elimination |
| Area attack cooldown | Long | duration | Cooldown between multi-target area attack uses |
| Trap setup time | ~3 sec | duration | Time to place a pressure-triggered trap |
| Trap noise radius | TBD | distance | Distance at which trap placement is heard by enemies |
| Environmental kill noise | 0 m | distance | Environmental kills are silent accidents |
| Shadow Mode execution sync | 0 ms | duration | All queued elimination actions execute on the same game tick |
7. Core Rules
- Every playable character possesses a melee stealth takedown ability that silently kills or incapacitates a single enemy at close range.
- Melee takedown speed and noise level vary by character archetype: some are fast and quiet, others are slower and produce audible noise.
- Certain characters can perform leaping kills from elevated positions onto enemies below.
- Ranged elimination abilities include thrown projectiles, firearms, and sniper rifles, each with distinct range, trajectory, and noise profiles.
- Thrown projectiles travel in a straight line and require clear line of sight; some are reusable and must be retrieved after use.
- Firearms consume limited ammunition, produce loud noise that alerts enemies within a radius, and may stun rather than kill armored enemies.
- One character wields a more powerful firearm capable of killing armored enemies outright at the cost of fewer shots and increased noise.
- Traps can be placed on the ground and kill the first enemy to step on them; traps placed in concealment spots automatically hide the victim's body.
- Area-of-effect abilities can eliminate multiple non-armored enemies simultaneously but leave the user vulnerable during the execution animation.
- Environmental eliminations (falling objects, animal kicks, poisoned objects) are treated as accidents by enemies and do not trigger alarms.
- Characters with sufficient strength can throw heavy objects to crush enemies; nearby guards regard this as an accident.
- Elimination methods that do not instantly kill may cause the victim to enter a writhing state where they can be spotted by other enemies.
- Bodies of eliminated enemies trigger detection if visible; they must be hidden in concealment spots to prevent alarm.
- Shadow Mode allows multiple characters to queue elimination actions that execute simultaneously, enabling coordinated takedowns of grouped enemies.
- Armored enemy types (samurai) are immune to instant elimination by most firearms and bare-handed melee; they require specialized weapons, environmental kills, or a stun-then-finish approach.
8. BDD Scenarios
Scenario: Silent melee elimination
- Given
- a player character is behind an unaware normal guard
- When
- the player executes a melee stealth takedown
- Then
- the guard dies silently without entering a writhing state
- And
- no alarm is triggered
Scenario: Noisy ranged elimination alerts nearby guards
- Given
- a character aims a thrown projectile at a guard with another guard inside the noise radius
- When
- the projectile hits and the victim cries out
- Then
- the nearby guard hears the noise and investigates the source
Scenario: Firearm stuns armored enemy
- Given
- a samurai is in clear view and a player fires a standard matchlock pistol
- When
- the shot hits the samurai
- Then
- the samurai enters a stunned state instead of dying
- And
- the loud gunshot alerts all enemies within the noise radius
Scenario: Coordinated simultaneous elimination via Shadow Mode
- Given
- two player characters are positioned behind two guards in a patrol
- When
- both characters queue melee takedowns in Shadow Mode and the player executes
- Then
- both guards are eliminated simultaneously
- And
- the patrol is removed without either guard raising an alarm
Scenario: Trap placed in bush auto-hides body
- Given
- a trap is placed on the edge of a concealment bush
- When
- a guard steps on the trap and dies
- Then
- the guard's body falls into the bush
- And
- the body is automatically hidden from enemy sight
Scenario: Environmental accident kill
- Given
- a heavy object is dropped onto a guard from above
- When
- the object crushes the guard
- Then
- the guard dies instantly
- And
- nearby guards investigate but do not enter an alarm state
Scenario: Body discovery triggers alarm
- Given
- a player kills a guard and leaves the body in the open
- When
- another guard's patrol route brings them within sight of the body
- Then
- the guard enters an alarm state
- And
- additional reinforcements are spawned
9. Edge Cases
- A melee takedown initiated just as the target turns around may result in the target entering suspicion state instead of dying
- A victim in a writhing death state may be spotted by a patrolling guard before the player can hide the body
- Throwing a reusable projectile that lands in an unreachable location (e.g., on a roof or in water) permanently loses that ability for the mission
- A trap placed in an enemy's vision cone is spotted and avoided, rendering it useless
- A firearm shot intended for a normal guard may hit and only stun a samurai who walked into the line of fire
- Shadow Mode queued eliminations may fail if one character's target moves out of range before execution
- A character carrying a body may be spotted at a greater distance, preventing safe movement to a hiding spot after elimination
- Area-of-effect eliminations can harm friendly characters if they are within the blast radius
- A disguised character who eliminates an enemy in view of others immediately loses the disguise and is attacked
- Poisoning a mission target's food or drink may require the target to consume it before the elimination completes, creating a time window for discovery
- A civilian knocked out instead of killed may eventually wake up and raise an alarm if not hidden
10. QA Notes
- Verify melee takedown speed and noise levels differ correctly per character archetype
- Verify leaping kills work from all valid elevation differences (rooftops, walls, towers)
- Verify thrown projectile straight-line trajectory and retrieval mechanics
- Verify matchlock pistol one-shots normal guards and straw hats but only stuns samurai
- Verify hand cannon kills samurai outright and has fewer shots than standard pistols
- Verify sniper rifle cannot be fired while moving and has limited ammunition
- Verify trap placement noise is heard by nearby enemies
- Verify trap in bush auto-hides body after activation
- Verify area attack kills all non-samurai in range and has a long cooldown
- Verify grenades kill all enemy types in radius including friendly characters
- Verify environmental kills (falling objects, animal kicks) are treated as accidents
- Verify body discovery triggers alarm only when visible; hidden bodies do not
- Verify Shadow Mode simultaneous eliminations execute within the same game tick
- Verify writhing-state victims can be picked up and set down to skip the animation
- Verify all elimination methods respect enemy type immunities (samurai armor, straw hat projectile spotting)
11. Mechanic Dependencies
- Stealth Detection System (vision cones and detection states govern whether a stealth elimination can be attempted without being spotted)
- Character Ability System (elimination methods are implemented as character abilities with cooldowns, ammo constraints, and range limits)
- Alarm Response System (failed or noisy eliminations trigger alarm states and mission consequences)
- Body Manipulation Mechanics (hiding bodies after elimination prevents discovery and alarm triggers)
- Enemy Type Hierarchy (enemy armor classes (normal, straw hat, samurai) determine which elimination methods are effective)
- Shadow Mode Coordination System (enables simultaneous multi-character eliminations that would be impossible in real-time sequential play)
12. UI Links
- Post-Mission Results Screen - the Enemies killed and Bodies discovered statistics are derived from the stealth elimination mechanics, tracking successful kills and body concealment failures
References
- 1.
Steam Community :: Guide :: Shadow Tactics: Blades of the Shogun 101 (L34-101 of 101)
- 2.
The Art of Shadow Tactics Blades of the Shogun and STRATEGY GUIDE (L1396-2200 of 4930)
- 3.
Прохождение Shadow Tactics: Blades of the Shogun #3 - Гора Цуру|Убийство господина Ябу[Профессионал] (39:55-40:15)
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