Supplement for SAMOURAÏ and SAMURAI BLADES
Version 1.3, 09/03
This document has three parts. The first part has the differences between the English version of “Samurai Blades” published by Standard Games and Publications in 1984 and the French version called “Samouraï” published shortly afterwards (in 1985) by Jeux Rexton and subsequently by Eurogames. The rules translated into French by Duccio Vitale had a number of, mainly minor, modifications and clarifications. The second part has those rules that are specific to “Samurai Blades” and “Samouraï”, while the third part consists of translations of additional scenarios for those games in French magazines. Translations and explanations are by Bob Gingell, with one scenario translated by Terry Ford.

Contents
1	Variations between the two versions of the boxed game
(1)	Rules
(2)	Amended Play Sheet
(3)	Scenarios
2	Rules specific to “Samurai Blades” / “Samouraï”
New terrain types, Carts, Challenges, Hara kiri, Monks, Ninja, Barricades, Lanterns
3	Additional scenarios
(1)	The Road to the Harbour is Clear (from Casus Belli #45)
(2)	The Convoy (from Claymore #2 and Le Journal du Stratège #65/66)
(3)	Ainus, with rules for snow and poison arrows (from Claymore #3)
(4)	For the Death of a Son (from Claymore #8)
(5)	Scorched Earth (from Claymore #9)
(6)	The Uji River 1180 (from Claymore #11)
(7)	The Alliance’s Temple, with rules for grenades and guns (from Jeux et Stratégie #?)

1	VARIATIONS BETWEEN THE TWO VERSIONS OF THE GAME

1)	RULES
There are no changes to counter sheets. The following rules from SAMURAI BLADES have been clarified or modified:

3.2	Sequence of play [change]: The first bow-fire phase is simultaneous, not split into a foot bowmen phase followed by a horse archer phase.
4.1	Missile ranges [correction]: Long range for mounted longbow is 41-100, not 45-100.
4.2	Missile table [change]: The missile results table against mounted targets has +1 added to the die roll: this makes result ‘D’ redundant and brings the table into line with longbows from “Siege”.
4.2	Missile table [change]: Result ‘B’ is “Horse killed – Rider stunned and dismounted” (not “Horse killed – Rider wounded and dismounted”).
4.4	Restrictions on shooting – shooting over intervening characters [change]: There is no limit to the number of intervening characters that may be shot over (no maximum of 4). ‘Intervening characters’ blocking shooting at short range include stunned characters and animals.
4.6	Shooting through doorways [change]: It is not necessary to be in a doorway hex in order to shoot into or out of a building. The line of fire must not cross part of a wall nor both a door and a window. Targets inside the building have medium cover if the shot crosses a door or window (so there is no change to the rule of no cover if shot at from a doorway hex).
4.9	Exterior corners of buildings [change/clarification]: A character in a corner hex or adjacent to a corner benefits from medium cover if the shooter cannot see the two sides of the building. If caught in a cross-fire the target must indicate from which direction he has the benefit of cover. 
4.9	Rivers [change]: A target in a river hex has no cover if the shooter is on a bridge or river-bank hex and only river hexes are in the line of fire between the shooter’s hex and the target hex.
4.9	Scrub and Bridge [change]: A target benefits from light cover if the line of fire crosses that terrain. Targets in a river hex benefit from medium cover if the shot crosses the bridge.
4.9	Barricades [clarification]: Entry cost is 4 Movement Points from the front but 1 MP if the hex is entered from back or side. [This is implied from the rules for screens in “Siège” and the design of the barricade counters: barricades are thus similar to windows (and screens similar to arrow-slits). A character moving forward from a barricade hex should pay the terrain cost of the new hex +3 MPs extra for crossing the obstructed hex-side.]
5.1	Temple porch [change]: A mounted character may enter this hex (U5) but it is building interior as far as cover is concerned; horses cannot enter other doorway hexes (unlike all English rules).
5.1	Tori [clarification]: The Tori occupies the two hexes with the posts (U12, V13).
5.1	Bodies [change]: 3 dead characters or 1 dead horse add +1 to movement cost (not double it).
5.3	Riderless horses [clarification]: A horse remains under the control of the same player so long as there is a living (not stunned) friendly character next to it. However, another player can take control with an adjacent character. The new controller moves the horse in his movement phase even if this means that the horse moves twice in the same game turn (as with draft horses). 
5.4	Draft horses [change]: Draft horses cannot be ridden: they can only be led by the bridle. [The original rule that draft horses can be ridden by characters that start the game as riders does not appear in any other games of the series, but it could be retained as an optional rule.]
5.5	Carts [change]: Characters on foot can move into a cart hex at a cost of 4 MPs, but cannot stop on that hex [so it is not impassable]. Carts provide medium cover if crossed by a line of fire.
6.0	Combat [change]: Attacks at less than 1:1 are impossible (instead of treated as being at 1:1).
6.2	Multiple combat [change]: Two or more characters attacking together shift one odds column to the right on the Combat Results Table (CRT) unless attacking a mounted character. When multiple attackers or defenders receive a retreat result on the CRT, all must retreat. 
6.4	Combat Table [correction]: Row 10 is now ‘A’ at 8:1 then ‘BCCD’ (see section 1.2 below).
6.5	Combat Table – infantry [correction]: Row 5 is now ‘D’ at 6:1 and ‘E’ at 8:1 (see 1.2 below).
6.5	Advance after combat [clarification]: Advance after combat takes place immediately, before any other combats are resolved; mounted and infantry are both able to advance after combat.
6.5	Combat restrictions [clarification]: Combat is impossible if the attacker could not move into the hex attacked. E.g. a samurai cannot attack a character in a river hex, a mounted samurai cannot attack a character in a tree or building hex, etc. For the same reason combat is impossible between bridge and river. Unlike the rules in CRY HAVOC, combat can take place through a window, but an attack by more than one character is not possible.
6.6	Attacking draft animals [change]: If a draft horse attached to a cart is made to retreat, the cart also retreats. If a draft horse must retreat a character leading it by the bridle will not also retreat.
9.1	Deflection of missiles [clarification]: Monks and Samurai Monks add +1 to the deflection die roll if they are wounded.
10.1	Shuriken [clarification]: Infinite cover does provide protection against shuriken. 
10.2	Shuriken Table [clarification]: A wounded ninja adds +1 to the shuriken die roll.
11.0	Lanterns [clarification/change]: A character must be in the same hex as the lantern to light it. Death of a character in the lantern hex has no effect unless it is a horse that is killed in the hex [i.e. the light will be extinguished if a horse is killed in that hex].

Game Aid tables: Terrain types: Windows and doorways are clarified that both cover and combat advantage apply only to characters inside the building. All building interiors, including the temple, are treated the same (i.e. no cover), although optionally light cover (as per Samurai Blades) could be retained for the temple. 
Game Aid tables: Other tables: Errors in the Combat Results Tables are corrected (see 1.2 below).

Supplementary rule: The Temple: Monks do not test for panic when they are inside the temple; this rule from Lutz Pietschker is only applied if morale rules (from other games in the series) are used.

2)	PLAY SHEET (GAME AID TABLES)

Sequence of play
Each player-turn of the Game Turn takes place as follows. (The term ‘All’ below refers to all the characters from one side.)

Phase	First player’s turn	
1	All archers, both on foot and mounted, can shoot, with the exception of those that were in combat during the previous turn.	
2	All characters can move.	
3	All archers on foot can shoot afresh, including those that were in combat during the previous turn	
4	All characters adjacent to enemy characters may engage in combat.	
5	All friendly characters who had been stunned during the enemy player’s turn get back on their feet (turn over the relevant counters).	
Second player’s turn: This takes place in exactly the same way as the first player’s turn. When Phase 5 has been completed, a new Game Turn starts and the first player starts again with Phase 1.	

Terrain types

Hex type	Movement Point cost per hex	Cover type	Terrain advantage	
Flat ground	1	None	0	
Slope	2	Medium if shot crosses lip of slope	-	
Scrub	2	Light	-	
Tree	2: Foot; Impassable to horses	Light	-	
Building doorway	1: Foot; Impassable to horses	Medium for characters inside the building	+  inside (1)	
Window	4: Foot; Impassable to horses	Medium for characters inside the building	+  inside (1)	
Building interior	1: Foot; Impassable to horses	Medium if shot crosses door or window	+	
Wall	Impassable	Infinite	Impossible	
River	Impassable to Samurai and horses; 
5: Foot	Light unless shooter is on river bank	-	
Rice paddy	4: Foot; Impassable to horses	None	-	
Temple	1: Foot; Impassable to horses	Light	+	
Tori	1: Foot; Impassable to horses	Light	+	
Bridge (with balustrade)	1: Foot; 2: Horses; 
No entry from river	Light	0	
Equipment				
Barricade	4: Foot; Impassable to horses (2)	Medium if shot crosses the obstacle	+	
Cart [= light cart]	4: Foot; Impassable to horses (3)	Medium if shot crosses the obstacle	Impossible	
Extras				
Temple	1: Foot; Impassable to horses	Light (4)	+	
Temple porch	1 (5)	Medium	+	

NOTES:
(1)	Doors and Windows: Later games specify that all attacks across such hex-sides from either side give + to defence.
(2)	Barricades: Barricade hexes can be occupied, with cover applying only to shots crossing the front hex-sides; so it should only cost 1 MP to enter from back or side. The cost of moving forwards over the barricade will be +3 MPs.
(3)	Carts: Foot characters cannot stop in the cart hex. Note that carts in “Siege” are heavier built, give infinite cover, and cannot be crossed. The optional supplementary rules on climbing onto carts should not apply to light carts.
(4)	Temple: The temple interior gives light cover in “Samurai Blades”, but in “Samouraï” it is treated no differently from the other buildings (i.e. no cover unless the shot passes through a window or doorway). Optionally the original rule can be retained so that any character inside the temple will receive a minimum of light cover.
(5)	Temple porch: This porch is the only doorway that “Samouraï” allows horses to enter. In “Samurai Blades” horses can enter all doorways. It is suggested that only the front half of a horse should be able to enter such hexes.

Shooting

Die roll modifications due to the range of the shot and the shooter’s state of health

Type of missile-weapon	Short range: + 0 to die roll	Medium range:  + 1 to die roll	Long range:  + 2 to die roll	
Longbow on foot	1 to 30 hexes	31 to 90 hexes	61 to 150 hexes	
Mounted longbow	1 to 20 hexes	21 to 40 hexes	41 to 100 hexes	
Wounded shooter: +1 to die roll	

Note that the later games of the “Cry Havoc” series reduced missile ranges in both English and French versions. In “Croisades” the maximum range for a longbow on foot is 60 hexes for medium range and 120 hexes for long range. A simple change for the mounted longbow that is proportional to this reduction for foot bows would be to reduce its medium range to 35 hexes and its long range to 80 hexes. These range changes are recommended.

Later games reduced the ranges still further. Players may optionally choose to bring the missile ranges into line with the final French rules (“Vikings” and “Dragon Noir”) to 10/20/60 for mounted bows and 15/30/90 for foot bows, or with the final English rules (“Dark Blades Expansion Set”) to 12/25/45 and 20/35/70.

Missile Fire Table: Shooting at mounted characters (1D10)

Die roll for longbow against target type	Result depending on cover	EXPLANATION OF RESULTS	
Mounted Samurai	None	Light	Medium	(Heavy)	-	Shot misses. No effect	
1
2	C
B	B
B	B
A	There is no heavy cover for  mounted	A	Target rider retreats 4 hexes	
					B	Horse killed, rider stunned and dismounted	
3
4	B
A	A
-	-
-				
					C	Horse unharmed, rider wounded and dismounted	
5+	-	-	-				

Missile Fire Table: Shooting at characters on foot
Add +1 to the die-roll if the target is a dismounted samurai or a samurai monk.

Die roll for longbow against target type	Result depending on cover	EXPLANATION OF RESULTS	
Ordinary Infantry and Monks	None	Light	Medium	Heavy		
1
2	C
C	C
B	B
B	A 
A	-	Shot misses. No effect	
3
4	B
B	B
A	A
A	-
-	A	Target retreats 2 hexes immediately	
5
6	A
A	A
-	-
-	-
-	B	Target character wounded	
7+	-				C	Target character killed	

NOTES ON MISSILE FIRE TABLES: 
(1)	Retreats: The character affected must immediately retreat. He can retreat across hexes occupied by friendly characters. However, he cannot retreat across hexes adjacent to enemy characters. A character that cannot retreat the full distance necessary is automatically wounded. 
(2)	Important: A stunned or wounded character is considered to be dead if wounded or stunned again. A stunned character that is forced to retreat is also considered to be dead. [This rule also applies to injuries from combat.]
(3) 	The mounted table was changed (to take better account of armour) in “Samouraï” by reducing the hit probability.
(4) 	Mounted result ‘B’ is corrected from ‘Horse killed, rider wounded and dismounted’ to horse killed, rider stunned.
(5)	Mounted result ‘C’ is altered in French rule-sets from “Croisades” onwards to ‘Rider wounded, horse unharmed’.
(6)	There is no heavy cover provided by terrain types from this game so the French tables omit the ‘heavy’ columns.	

Combat

The effect of terrain on combat

Attacker in	Defender in	Effect on the odds column (1:1, 2:1, 3:1, etc.)	Notes	
-	+	shift 2 columns to left	-	Unfavourable terrain	
-	0	shift 1 column to left	0	Neutral terrain	
0	+	shift 1 column to left	+	Favourable terrain	
0	-	shift 1 column to right	If the two sides are on equivalent terrain, the column does not change and the odds remain the same.	
+	0	shift 1 column to right		
+	-	shift 2 columns to right 		

NOTE:
(1)	There is no difference in this table between “Samurai Blades” and “Samouraï”.

COMBAT RESULTS TABLE: COMBAT AGAINST MOUNTED CHARACTERS	
Die
Roll 	Odds Against Mounted Characters	
	1-1	2-1	3-1	4-1	5-1	6-1	7-1	8-1	9-1	10-1	11-1	12-1+	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	C
B
B
A
A
-
-
-
-
-	C
C
B
B
A
-
-
-
-
-	D
C
C
B
A
-
-
-
-
-	D
D
C
C
B
A
-
-
-
-	E
D
D
C
C
B
A
-
-
-	E
E
D
D
C
C
B
A
-
-	F
E
E
D
D
C
C
B
A
-	F
F
E
E
D
D
C
C
B
A	G
F
F
E
E
D
D
C
C
B	G
G
F
F
E
E
D
D
C
C	H
G
G
F
F
E
E
D
D
C	H
H
G
G
F
F
E
E
D
D	
EXPLANATION OF RESULTS	C	Defender retreats 1 hex	F	Horse killed, rider wounded and dismounted	
-	No effect	D	Horse killed, rider stunned and dismounted	G	Horse unharmed, rider killed and dismounted	
A	Attacker wounded					
B	Attacker retreats 1 hex	E	Horse unharmed, rider wounded	H	Horse killed, rider killed and dismounted	

COMBAT RESULTS TABLE: COMBAT AGAINST CHARACTERS ON FOOT	
Die
Roll 	Odds Against Characters on Foot     If there are several attackers, shift the odds one column to the right.	
	1-1	2-1	3-1	4-1	5-1	6-1	7-1	8-1	9-1	10-1	11-1	12-1+	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	C
B
B
A
A
-
-
-
-
-	D
C
C
B
B
A
-
-
-
-	E
D
D
C
C
B
A
-
-
-	E
E
E
D
D
C
B
A
-
-	F
E
E
D
D
C
C
B
A
-	F
F
F
E
D
D
C
C
B
A	F
F
F
E
E
D
D
C
C
B	F
F
F
F
E
E
D
D
C
C	F
F
F
F
F
E
E
D
D
C	F
F
F
F
F
F
E
E
D
D	F
F
F
F
F
F
F
E
E
D	F
F
F
F
F
F
F
F
E
E	
EXPLANATION OF RESULTS	A	Attacker wounded	D	Defender stunned	
	B	Attacker retreats 1 hex	E	Defender wounded	
-	No effect	C	Defender retreats 1 hex	F	Defender killed	

NOTES:
(1)	Retreats: The retreat result applies to all the defenders or attackers involved. A retreating character cannot displace other characters nor end the retreat adjacent to an enemy. A character that cannot comply with the two conditions above is automatically wounded. [Note that both these conditions were changed in “Croisades”.]
(2)	Errors in “Samurai Blades” (which were correct in the original English “Cry Havoc” tables) were corrected in “Samouraï”: result ‘10’ at 8:1 plus in the mounted table, and result ‘5’ at 6:1 and 8:1 in the foot table.

Monks and Ninjas: deflection of missiles and shuriken

Die roll	DEFLECTION OF ARROW BY MONK: SPECIAL DEFENSIVE ABILITY OF MONKS	
1-4	Deflection successful. The missile result is reduced in effect: ‘Killed’ becomes ‘Wounded’, ‘Wounded’ becomes ‘Retreat’, ‘Retreat’ becomes ‘No effect’.	
5-10	Deflection fails. The missile result is applied normally.	
NOTES	A monk may only make one deflection attempt per missile phase.  A wounded monk adds +1 to the die roll.	

Die roll	Effect of shuriken at range in hexes	THROWING SHURIKEN: SPECIAL NINJA MISSILE ABILITY	
	1	2	3	4	5	EXPLANATION OF RESULTS	
1
2	D
D	D
D	D
D	D
D	D
W	-	No effect	
						W	Target character wounded	
3
4	D
D	D
D	D
W	W
-	-
-	D	Target character killed	
								
5
6	D
W	W
-	-
-	-
-	-
-	NOTES	
						A ninja adds +1 to the die roll if the target is not in an illuminated hex.	
7+	-	-	-	-	-	A wounded ninja adds +1 to the die roll.	

3)	SCENARIOS
The scenarios are the same although the order of all the even-numbered scenarios is changed. The most substantial change is in Scenario 5 with the introduction of extra characters on one side.

Scenario 2 (Battle for the Bridge) (renumbered as Scenario 6) 
-	The scenario is renamed “Battle of the River of a Hundred Flowers”.
-	[Correction] Yoshikume is listed with the peasants in place of Kiyomasa (who is already listed correctly as a Dismounted Samurai). 

Scenario 3 (The Seven Samurai)
-	[Clarification/change] The defenders set up in the village or close by it (within 3 hexes of a building), while the brigands can enter from both side 2 and side 3 of the map.

Scenario 4 (Kagemusha) (renumbered as Scenario 2)
-	[Correction] The Rebels include Kiyomasa as a Dismounted Samurai (not as a peasant) and Yoshikume as a peasant.

Scenario 5 (The Temple)
-	The scenario is renamed “Looting the Temple of Gold”.
-	[Change] The 5 ninjas of Group 10 are added to the side of the defending monks. They are members of a fanatical sect which starts the game neutral and which are placed on the far side of the river in the building nearest to the bridge. They intervene only if a monk succeeds in reaching the door of the building to request their aid. The fanatics use all the rules for ninjas. The attacker is advised to hold back his archers as a defence against the fanatics across the river. 
-	[Change] The Attacker enters foot characters through Side 4; the two mounted Samurai enter through Side 1. There is no requirement that the Attacker set up one man per hex along those sides.
-	[Clarification] The doorway into the temple (the paved hex [U5] above the word “Temple” on the map) can be attacked by mounted characters. The defender in the doorway is in advantageous terrain (+) and benefits from medium cover due to the door. All the interior hexes of the temple can be entered, even if they are incomplete [i.e. hexes R6, S7, T4 and V7 are interior not exterior].
-	[Change] Victory conditions are changed to include a draw if the temple is not looted but the Abbot (Benkei) is killed. Looting now takes place if there are no Samurai Monks and at least twice as many attackers as defenders in the temple [instead of 1 attacker not adjacent to monk or door].

Scenario 6 (Night of the Ninja) (renumbered as Scenario 4)
-	[Change] Ninjas can enter from side 1 and side 4.
-	[Change] Hexes outside a building are illuminated if adjacent to a doorway or window, so a ninja in that hex will be visible to all (not just to those inside the building).
-	[Change] The alarm is given at the beginning of the Defending Player Turn: if a ninja is observed entering an illuminated hex or a hex adjacent to one; if a ninja attacks a character but fails to kill or stun (not wound) him during that particular Phase; if a ninja is observed killing or stunning a defender (and the observer is not killed or stunned during that same Phase); if a ninja extinguishes a lantern. A stunned character will sound the alarm at the start of his next turn after he has recovered. 
-	[Clarification] Combat: A ninja can only be attacked in the darkness if the ninja was adjacent before the start of the defender’s movement phase. Only ninja can shoot at targets in darkness (at +1 to die roll).

[Counters from “Samouraï” are used to represent Mongols in the “Croisades” strategic game: details on this can be found in the ‘Croisades Strategic Rules’ and in the ‘Mongol Armies Extension’.]

2	RULES SPECIFIC TO “SAMURAI BLADES” AND “SAMOURAI”
This section includes all those rules that were added to the rules of “Cry Havoc” and “Siege” in “Samurai Blades” and “Samouraï”. These are presented in the order of “Samouraï” using the rule numbering system of “Samurai Blades”. The basic rules as clarified in “Siège” are available in the ‘Siege Rules’ file: those rules include all the basic rules used in “Samouraï”, so adding this section to the basic rules will give a full set of rules for “Samouraï”.

1)	New terrain types
The new terrain types (rice paddy, river, tori, bridge, cart and barricade) can be found in the Terrain Types table in section 1.2 above. There are also alterations in the details of the rules for windows and doorways (e.g. characters no longer need to stand in a doorway hex to shoot into the building). 

The rules for the river can be applied to the pool on ‘The Crossroads’ map in “Cry Havoc”. The effect of a movement cost of 5 and limiting entry to characters on foot is to prohibit samurai from entering the river, whether mounted or on foot. This approach is adopted in later games with horses and all foot characters in armour prohibited from entering water. The rule that targets in a water hex have no cover (instead of light cover) when shot at directly from the water’s edge is continued in “Croisades” but dropped in “Vikings” and “Dragon Noir”. 
The bridge is a fairly large hump-backed bridge with a balustrade to each side: these features make it impossible to move between river and bridge, and impose an extra movement cost on horses. The barricade is similar to a window: it runs along hex-sides, it gives medium cover and a (+) advantage in combat, and it costs 4 MPs (or more accurately terrain cost +3 MPs) to cross. 

2)	Rule section 5.5: Carts [These are rules additional to those for moving carts in “Siege”.]
Carts may be pulled by a draft horse or by men. If pushed or pulled by men there must always be at least one character in one of the three hexes in front of the cart. A cart pushed by 2 men has a movement point value of two, if pushed by three or more men it has a movement value of three. 

3)	Rule section 7: Challenges
At any time during his player-turn a mounted samurai may challenge the mounted samurai of the other side to single combat. The challenged player may respond with acceptance by choosing one (and only one) of his mounted samurai to fight the challenger. Two alternatives are possible:
The challenge is accepted: The game turn is interrupted and neither player may move or fight with any characters other than the two samurai. Any player moving other troops or shooting with them immediately loses the game and his honour. Neither side may move troops again until either or both of the samurai are dead. After that, play continues as normal.
The challenge is refused: The player refusing a challenge may not win posthumously under the hara-kiri rule (see below). This consequence does not apply if the player, at the time of the challenge, has no mounted samurai. If a player refuses a challenge, play continues as normal.

4)	Rule section 8: Seppuku (or Hara-kiri), Glorious suicide
If during the course of a game the player feels that he has lost the battle, he may commit seppuku (hara-kiri) to atone for his failure. [The French rulebook refers to seppuku throughout as ‘hara-kiri’.] To qualify for seppuku a player must have only one samurai left. This samurai, who represents the player’s honour, may already be wounded but must not be stunned. The samurai must remain stationary for a whole Game Turn to commit seppuku, during which time he may not initiate combat or be attacked in combat. Shooting by archers will not affect the ceremony. During the player-turn in which he remains stationary the player must compose a short death poem for his character. The poem must be poignant, dignified and preferably in a recognised Japanese verse form [noting that the French rulebook added the second and dropped the third of these criteria]. If the poem can be remembered by other players from game to game, that samurai could be said to be the posthumous winner.

5)	Rule section 9: Monks
At many times in Japanese history military orders of monks have held the balance of power. Iron discipline, both mental and physical, enabled 13th century monks to exhibit great feats of arms. That is why this game includes samurai monks who combine the weapons and skills of samurais with the special training of monks. They may catch or deflect arrows but cannot deflect shuriken. If a monk is hit in missile fire, the player rolls a die: on 1-4 the arrow is deflected and the effect of the arrow is reduced; on 5-10 the attempt is unsuccessful and the arrow takes full effect. If result is successfully reduced: Kill results become wounds, Wound results become retreats, Retreat results have no effect. 

Note that each monk and samurai monk can only make one attempt per shooting phase, in other words if targeted by several archers he will only be able to deflect one successful shot. A wounded monk or samurai monk adds +1 to the die roll.

6)	Rule section 10: Ninja
At night Ninja cannot be seen unless they enter an illuminated hex (see section 11: Lanterns) or are adjacent to an enemy character. In addition to normal melee weapons, Ninja carried shuriken, star-shaped throwing knives. All Ninja carry enough shuriken to last the game. 

Shuriken are thrown in Phase 1 [or the mounted archery phase in the English rules], i.e. before the Ninja move. They may not be thrown if the Ninja took part in melee combat during the previous player-turn. To determine the result of throwing the shuriken, the owning player rolls the die and consults the Shuriken Table on the Play Sheet. The target gains no benefit from cover (except for infinite cover, of course!), nor from armour. However, in night-time scenarios, the player adds +1 to the die-roll if the target is not in an illuminated hex. A wounded Ninja also adds +1 to the die-roll. Note that a Ninja in a river hex can throw a shuriken, and a monk cannot deflect a shuriken.

7)	Rule section 4.9: Barricades
Placing the barricade counters: Barricades can only be placed on flat ground hexes. Once placed, barricades cannot be moved. Barricades occupy two hexes. 
Cover: Characters occupying barricade hexes only receive medium cover if the line of sight crosses the dark line at the front edge of the barricade marker. Characters in barricade hexes receive no cover if shot at from the same side of the barricade.

8)	Rule section 11: Lanterns
At night characters cannot be attacked unless seen. Lanterns cast light in the hex hat they occupy and the six surrounding hexes. Light from lanterns does not pass through walls except at window or door hexes. Characters in illuminated hexes are assumed to be as visible as in daylight. Unless specified, lanterns may not be moved once placed on the map. In night-time scenarios they are lit at the start of the game. [Note that in night-time scenarios there is normally also light within buildings, and this light will illuminate the exterior hexes adjacent to windows and doorways.]

To light or re-light a lantern, a character must be in the same hex as the lantern at the end of his movement phase. They may be extinguished merely by passing through the lantern hex. [In contrast the English rules ambiguously say that a character must be ‘next to the lantern’.] A lantern can also be put out from a distance by an arrow or shuriken (for arrows a result of A, B or C on the infantry table; for shuriken a result of D or W). Cover is ignored, except infinite cover. If the lantern is extinguished, turn over the counter. 

Lanterns are fixed on poles; a character occupying the same hex as a lantern is not assumed to be holding it. The death of a character in the lantern hex does not affect it, but a horse killed in that hex will extinguish it. 

3	ADDITIONAL SCENARIOS
[The Mongol Armies Extension also includes three supplementary scenarios involving Mongols and Japanese. Maps from this game are used in four other supplementary scenarios.]

1)	THE WAY TO THE HARBOUR IS CLEAR (Blanche est la route du port)
Scenario by Stéphane Jacques for Cry Havoc and Samouraï (Samurai Blades), from Casus Belli #45 (1988).

Setting the scene
A western kingdom has sent ambassadors to an oriental empire with the object of concluding trade agreements. To seal these treaties, the emperor offered the ambassadors some valuable and sacred gifts. In addition, he appointed as escorts two of his own lords who were instructed to act as his representatives. However, these agreements had not had unanimous support in the heart of the empire, and opponents of them attacked the ambassadors on the road leading to the harbour.

Map layout:    4  The Village of the White Dragon  2 | 5  The Crossroads  7.

The sides:
The ambassadors and their escorts
- Western ambassadors (Cry Havoc) - Mounted Knights: Sir Richard, Sir Piers, Sir Clugney, Sir Roger;  Sergeant: Arnim;  Spearmen: Hal, Bertin, Crispin, Odo, Wat, Mark, Perkin, Ben.
- Oriental ambassadors (Samouraï /Samurai Blades) - Group 8: the emperor's ambassadors and their escorts;  Group 1: cart carrying the gifts and its escort.

The attackers - Groups 3, 7 and 2 from Samouraï /Samurai Blades.

Starting positions
- The ambassadors and their escorts enter through side 4 of the Village map using their normal movement allowance.
- The attackers enter in their turn between the hexes marked 7 and 8 on the Crossroads map (lower right-hand corner) using their normal movement allowance.
- The ambassador player then starts the first game turn. 

Victory conditions
- The attackers' aim is to kill the western ambassadors and capture the cart (taking it off the board through the area that they entered from).
- The ambassadors' object is to take the cart off the board (between the hexes marked 6 and 7, top right-hand corner) with at least one surviving knight.

Special rules
For missile-fire use the tables from Samouraï, with the following modifications:
- 	shots against knights on foot: +2 on the die roll;
- 	shots against mounted knights: +1 on the die roll [i.e. unamended Samurai Blades table +2].
The remainder of the rules are unchanged.

	Ambassadors	Attackers	
Groups	Westerners	Group 8	Group 1	Total	Group 3	Group 7	Group 2	Total	
Number	  13	  14	    8	35	    7	  19	    7	33	
Mounted	    4	    2	    1	7	    7	    0	    0	7	
Archers	    0	    3	    2	5	    3	    6	    1	10	
Attack total	173	140	  85	398	183	158	  64	405	
Defence total	100	102	  47	249	  96	101	  40	237	

2)	THE CONVOY (Le convoi) 

Scenario for Samouraï for 2 players by F.L. Feversham, from Claymore #2 (1992) and republished in Le Journal du Stratège #65/66 (1993). Translation by Terry Ford with amendments by Bob Gingell.

History
Once more the taxes have just been collected of the village of the White Dragon. Lord Tomomori decides to join his castle by the most direct path by crossing the grounds of the Temple. However, a rival lord wants to destabilize the power of Tomomori by intercepting the taxes, and for that he sends his anonymous agents: The Ninjas. 

Maps
Temple and Forest (layout chosen by the player of Group A).

The sides
Group A [= Group 3 +]: 
Samurais [mounted]: Arimari [bow], Kunika [bow], Rokudai, Shigehira [bow], Tadanori, Tadatsuna, Tomomori; 
+ a cart [and draft horse];
+ any one man on foot if the day scenario is chosen,  OR
+ any 4 men on foot if the night scenario is chosen (+ the [3] lanterns).
[The men on foot would be unarmoured drivers and assistants so should not be samurai or ronin.]

Group B [= Group 10]: 
Ninjas: Masazumi, Matsuo, Tokimasa, Toshinaga, Yorikasa.

Starting positions
Player A decides the configuration of the game board and chooses the side through which he will enter, knowing that he will have to come out through the side opposite (he is required to cross both the Temple and the Forest maps). Player B (the Ninjas) places in secret first and notes on a sheet of paper the position of his Ninjas. [Player A then starts the game by entering the game board through the map-edge declared earlier.]

Special Rules
* 	In ambush, the Ninja is invisible as long as he does not make use of a weapon, but from then on his position is known precisely. 
* 	During movement, the Ninja is only revealed if he crosses an enemy line of fire. 
* 	This scenario can be played in daylight or at night [This is expressed more clearly in the Stratège version]. At night it is necessary to adopt the rules for night (see “The Night of the Ninja” scenario from the rules booklet) and to make use of the lanterns whose carriers will be designated by player A.

Victory Conditions
The player who represents the Ninjas wins if he succeeds in capturing, and exiting the cart from the game board. If he fails but assassinates Tomomori, the game is a draw. On the other hand, if the player who represents the Samurais preserves the cart and the life of Tomomori, he will be the winner. 

3)	AINUS! (Aïnous!)

Scenario for 2/3 players by Christian Delabos from Claymore #3 (1993), using Samouraï/Samurai Blades.

Background: Called "the northern barbarians" by the Japanese, in ancient times the Ainus (a paleo-Siberian people) occupied the north of the island of Honshu. Armed with stone weapons, poisoned arrows and bark breastplates, they were slaughtered by the Japanese and forced back onto the island of Hokkaido. This scenario covers an attack in the snow against an Ainu village by troops of a Japanese daimyo.

Map layout: The Village of the White Dragon

The sides [drawn from Groups 2, 3, 6, 7, 8, 9 and 1, 2, 6, 7, 8]: 
The Japanese - 1 Mounted Samurai: Rokudai;  7 Samurai on foot: Kiyomori [bow], Kiyosi [bow], Kunika [bow], Nagamasa, Ueno, Ryuichi, Tadatsuna;  4 Naginatas: Ansei, Chikao, Eitken, Mura.

The Ainus: Group A - 12 Ainu Warriors (yaris): Aritomo, Domei, Hidemasa, Jikkyu, Kenzan, Kobi, Korekado, Tadamoto, Taitaro, Todo, Yabu, Zataki.  
Group B - 5 Ainu Hunters (shortbows): Asagi, Asai, Nobuzane, Onoshi, Saikaku.

Starting positions and sequence of action: Group A of the Ainus is placed anywhere on the map. 
The Japanese start the game by entering through any one or more sides of the map chosen by them.

Group B of the Ainus enters through any one side of the map chosen by the Ainu player in turn 4 after the Japanese player's turn. This is a group of Ainus returning from a hunting expedition.

Special rules 
-	The Ainu hunters are armed with shortbows, so they add +1 to the die roll (since the bowfire tables with the game are for longbows). [This makes no mention of changes to ranges or frequency of fire, so assume that there is no change to those and that the shortbows use the same ranges and frequency of fire as longbows.] 
	[It is suggested that this rule should also be used for all bowmen in scenarios set before the 15th century, since it was only then that the daimyos started to maintain and equip ashigaru retainers; before that time the non-Samurai bowmen would normally have been peasants or other poorly trained irregulars with less efficient bows than those used by the Samurai.]
-	The Ainu arrows are poisoned: all the Ainu missile-fire results of "wounded" are automatically converted into "killed".
-	The battle takes place in a thick fall of snow. The lightly equipped Ainus are not affected by this situation but in contrast the Japanese have their movement allowances reduced by 1 Movement Point. This rule does not apply inside the houses. 
	[Note that this is a different rule on snow to that proposed in Claymore #5, which halves movement and has a penalty of (-) in combat. These more restrictive rules could optionally be used for the Japanese instead of those above.]

Victory conditions
For the Japanese: Occupy at least 3 of the houses in the village. To occupy a house it must be empty of enemy characters and with at least one Japanese character inside.

For the Ainus: Stop the Japanese from achieving their victory condition...

4)	FOR THE DEATH OF A SON, (Pour la mort d'un fils) 

Scenario by Stéphane Jacques from Claymore #8 (1995), using "Samouraï" and the “Olive Grove” map from "Croisades".

1.	Background: The temple of Hozoin is well-known for its religious fervour but also for its school of martial arts, where there is taught a spear-fighting technique of remarkable effectiveness. Many are the "shugyosha" (wandering Samurai committed to the study of all styles of fencing) who desire to benefit from this teaching. However, this teaching is very rough and often has victims among the disciples. In such a way Matahachi was killed at this school.

Masanaga, desolated by the death of his only son, has sworn to kill all the monks to avenge his death. In particular he wants to kill the grand master Abbot Tajima.

2.	Map layout: 	3 Temple 1 | 2 Olive Grove 4

3.	The sides:  
Masanaga's men - Groups 2 and 8  [21 characters].
The defenders – 11 Monks: Groups 4 and 5; 11 Students: Groups 1 and 4.

4.	Starting positions and sequence of action
The defender places his characters as follows: Benkei meditating in the Olive Grove (in K9); The other monks: In the temple; The students are between the river and side 3 of the Temple map.

The attacker enters through side 4 of the Olive Grove map. The characters are moved only one quarter of their movement allowance.

The defender then starts the first turn: Benkei, disturbed at his meditation, gets up and runs to warn his brothers. These cannot enter the action until Benkei is on the Temple map.

As far as the students are concerned, they do not intervene until one turn after the monks have been alerted.

5.	Special rule: To simulate their great mastery of the martial arts, the odds calculation is not moved one column to the right if Tajima, Benkei or Jomyo are attacked by less than 4 adversaries at the same time.

6.	Victory conditions: For Masanaga and his troops, total victory if all the monks are killed, decisive victory if the three masters are killed, and a moral victory if only Tajima is killed. In any other case the defender wins.

7.	Sources: The scenario is inspired by the novel "The stone and the sword" (La pierre et le sabre) by Eni Yoshikawa, ed J'ai Lu, numbers 1170 and 1171.

5)	SCORCHED EARTH (Terre brûlée)

Scenario by Carl Pincemin from Claymore #9 (1996), using "Samouraï" and the supplementary map "The Ford".

1.	Background: the war was raging between the rival clans. Victory would go to the one which could force the most peasants to flee from their enemy’s lands. With this objective, seven samurais set out to burn the village of the Temple.

2.	Map layout:  	2 The Ford 4 | 4 The Temple 2

3.	The sides:  Side A – Group 3;  Side B – Groups 2, 4 and 9.

4.	Starting positions and sequence of action

-	Group 2 [7 characters] is placed between the river and side 2 of the Ford map; 
	Group 4 [6 characters, 3 with bows] is placed in the temple;  
	Group 9 [8 characters, 1 with bow] is placed in the houses.

-	Player A (the attacker) [7 mounted characters, 3 with bows] starts the game and enters through whichever map-edge he chooses in a single compact group.

5.	Victory conditions

Player A is victorious as soon as he has eliminated 3 characters from each enemy group.

Player B wins the game once all the enemy horsemen have been dismounted and wounded.

6)	THE UJI RIVER 1180 (La Rivière Uji) 

Scenario by Christian Delabos from Claymore #11 (1997), using "Samouraï" and two copies of the supplementary map "The Ford".

Background: During the Gempei war (1180-1185), the forces of the Minamoto clan, allied to a contingent of warrior monks, hoped to bar the way of a powerful Taira army while it was crossing the Uji River...  To bolster their defence, the Minamoto destroyed a part of the bridge that spanned the Uji.

1.	Map layout: 	1 Ford 3 | 3 Ford 1		The river meets in the centre of the joined sides.

2.	The sides [drawn from Groups 2, 4, 5, 6 and 1, 2, 3, 6, 7, 8, 9]:  
Minamoto - 11 Samurai (on foot): [7 with bows:] Fuhito, Nakatsuna, Kanetsuna, Mochihito, Michikiko, Motofusa, Kiyosi; [4 without bows:] Ryuichi, Hidehira, Saburo, Atsue; 
11 Warrior monks: Tajima, Jomyo, Hochi, Benkei, Tadazumi, Sukenaga, Banzan, Hideaki, Harufusa, Harunaga, Kagesue.

Taira - 10 Samurai (mounted): [4 with bows:] Shigehira, Arimari, Kunica, Jichu; 
[6 without bows:] Tadatsuna, Tomomori, Tadanori, Rokudai, Munehisa, Masanaga; 
14 Samurai (on foot): [3 with bows:] Weicho, Fudo, Yasatsuna; [11 without bows:]  Ikina, Takuan, Igurasgi, Nagamasa, Kiyoma, Moronao, Kiyomori, Yoshimitzu, Misakado, Yukichi, Ueno; 
6 Archers: Asai, Nobuzane, Saikaku, Obata, Asagi, Onoshi; 
6 Ashigaru: Ojikuni, Kenzan, Tadamoto, Kobi, Hoshii, Korekado; 
6 Peasants: [3 yari:] Hiro, Yabu, Zataki; [3 peasant weapons:] Amakun, Omi, Nakamura.

3.	Starting positions and sequence of action: The Minamoto are placed first on one side of the river. Then the Taira are placed on the other side of the watercourse. The two players each roll 1D6 to determine who starts.

4.	Special rules
-	The special rules for warrior monks are applied here.
-	The combat takes place in a light mist, so the weather rules from Claymore #5 are used [Movement and combat unaffected but visibility limited to 5 hexes].
-	The river is fordable: (1) By all unarmoured characters at a cost of 5 MPs outside the ford and 3 MPs at the ford;  (2) Only at the ford by armoured characters.
-	Any character stunned in the river is automatically killed.

5.	Victory conditions: Both sides have the objective of defeating the enemy.

6.	Epilogue: Despite the bravery of the warrior monks including Jomyu Meishu, the Taira managed to ford the river and defeat the Minamoto army. The sons of Minamoto Yorimasa succeeded, however, in holding the enemy long enough for their father to be able to complete the ritual of Seppuku.

7)	THE ALLIANCE’S TEMPLE (Le temple de l’alliance)

Scenario for Samouraï / Samurai Blades published in Jeux et Stratégie (issue unknown); authors are stated to be Yoden Sama & Boulip San [names made to sound Japanese]. The scenario is accompanied by two new rules to cover Ninja grenades and ashigaru armed with teppo (arquebuses).

Background: In 1542 Japan was reached by Europeans for the first time. The confrontation of theses two civilisations led to political and religious changes. In the middle of the 16th century, clan rivalries were exacerbated by the attempted interference of the Europeans in the political and economic affairs of Japan.

Game Master: This part is only to be read by the Game Master (GM). If there is no GM, each player will have to be content with the short summary that comes before the list of his troops.

Tadatsuna of the Maebashi clan has understood well the advantages that would accrue to him from an alliance with the Portuguese to eliminate his enemies. Thus, in exchange for economic advantages, the Portuguese have provided Tadatsuna with a new weapon of war: the arquebus.

But this union between the Maebashi clan and the foreigners was not to everybody’s taste. His increase in strength upset his neighbours, who were also his traditional rivals. That is why Masanaga of clan Obishiro, Tomomori of clan Fukushi, and Toronaga of clan Chimito, have prepared for war. However, the strength of their respective clans was inferior to that of clan Maebashi, now reinforced by new military technology, so the decided to try to join together. So they met at the Shinto Temple of Takuwara, which was headed by the fiercely nationalistic warrior monk Benkei, to determine the terms of their alliance. 

When Tadatsuna’s spies reported the meeting of his three enemies, escorted only by a few samurai, he decided to attempt to eliminate the three leaders and their lieutenants in one decisive blow. As he was far from his capital when he received the information, and because it was important to move quickly, Tadatsuna could only raise a small army. He counted heavily on the effect of surprise to annihilate his enemies. To increase the odds on his side, he sent a unit of ninjas that would hide in the roof space of the temple so as to be able to assassinate the three chiefs.

Map layout, starting positions and sequence of action: The battlefield is made up of two maps. To the East is the river and the temple (‘The Temple’) and to the west is the village (‘Village of the White Dragon’). The maps are joined along side 1. The Tadatsuna army player notes the location of his ninjas and which of his troops will enter form the East and which from the West. The Alliance player places his troops on the maps, and then Tadatsuna’s army takes the first turn.

The Alliance
For some time Tadatsuna of clan Maebashi has been bargaining with the Portuguese. In exchange for economic advantages, they have provided powerful firearms. This military strengthening has caused fear among the neighbouring lords. That is why Masanaga of clan Obishiro, Tomomori of clan Fukushi and Toronaga of clan Chimito are meeting today to conclude an alliance against the threat posed by clan Maebashi.

This alliance will come into effect spontaneously when the army of Tadatsuna attacks. Benkei and his warrior monks will decide to fight on the side of the alliance for political reasons (they are very nationalistic and hostile to those that favour letting foreigners establish themselves). 

At the time of the attack Toronaga and his lieutenant Tadanori, Tomomori and his two sons Jichu and Kunika, plus Masanaga and his lieutenant Rokudai, are in the temple. Benkei and Tojima can also be present. All the others are outside the temple.

The number of players on the side of the alliance can vary between 1 and 4.

•	Toronaga: Use Munehisa; Lieutenant: Tadanori (mounted samurai); Two bodyguards: Ueno and Ryuichi (foot samurai); Four samurai foot bowmen: Weicho, Nakatsuna, Fuhito, Mochihito.
•	Tomomori: His two sons: Jichu and Kunika (mounted samurai bowmen); Two foot samurai: Saburo and Yoshimitsu; Four archers. [It seems most likely that these archers are any four out of the six unarmoured ashigaru archers rather than the four unallocated Samurai bowmen, since the word ‘Samurai’ is not used and Tomomori already has two samurai bowmen inside the temple.]. 
•	Masanaga: Lieutenant: Rokudai (mounted samurai); Two foot samurai: Igurasgi and Yukichi; Four samurai foot bowmen: Motofusa, Michikiko, Kiyomori, Kanetsuna.
•	Warrior monks: Benkei, Tajima and their nine men [i.e. all the other monks and samurai monks].

The aim of the alliance is to save the leaders (10 Victory Points for each leader saved). However, it is not possible to flee in a cowardly manner before an enemy only slightly superior in numbers (so when the leader escapes he must deduct from the 10 VPs the number of turns less than 10 that he has spent on the board) [i.e. in practice he scores VPs for the number of turns on the board, to a maximum of 10]. If by chance Tadatsuna and his lieutenants die during the battle, or if the arquebuses can be retrieved, the alliance earns points for ending the war: 10 points for Tadatsuna, 5 points for a lieutenant, and 2 points per arquebus. 

Tadatsuna
Tadatsuna, leader of clan Maebashi, hesitated for a long time before favouring the establishment of a still quite weak Portuguese trading post in his lands. And this was only because of the military advantages that they offered which could tip the balance of power in his favour. The acquisition of arquebuses and creation of units of men to use them has led him to visualise grand military projects. Alas, his traditional enemies have been informed of his plans and are trying to join together to ally against him. Tadatsuna was far from his capital when he heard the news, but decided to send a group of ninja to kill the leaders of the alliance, and he has raised a small army to bring to that location.

The ninjas arrive during the night before the meeting and 1D3-1 of them can slip into the temple and hide in the false ceilings [i.e. the roof space]. The other camouflage themselves close by the temple. The player must write down their exact positions. They can be anywhere, even in the rice paddies. The ninjas reveal themselves the moment that they shoot.

•	Tadatsuna: Two lieutenants: Shigehira and Arimari (mounted samurai bowmen); 
8 Foot samurai: Hidehira, Moronao, Nagamasa, Misakado, Ikina, Takuan, Atsue, Kiyomasa;
14 men with naginata and 16 spearmen [to be chosen from the 17 available spearmen]; 
12 arquebusiers (see the new rule below for information on creating and using these counters);
3 ninjas: Matsuo, Masazumi, Yorikasa.

[Note that a possible way of providing the arquebusiers is to use the 6 ashigaru archers and the 6 peasants: no change is needed to the counters. This does depend on giving Tomomori samurai bowmen rather than ashigaru bowmen. Alternatively, use the 12 crossbowmen from “Cry Havoc”, treating them all as being unarmoured.]

The army of Tadatsuna can be played either by one or by several players. The aim is to kill or capture the leaders of the alliance, at any cost (15 points per leader).

NEW RULES
Note that the rules below are based on “Samurai Blades”, but this makes no difference in practice unless reduced ranges are used for longbows in which case reduced ranges should also be used for arquebuses.

(1)	NINJA GRENADES
Each ninja carries only a few grenades [no more than 5], so a record of the grenades that have been used must be kept. Grenades can be used by ninjas during the mounted samurai archer firing phase. They cannot be thrown if the character was in combat during the previous turn. The player chooses a target hex and, subject to the rules on line of sight (Section 4.4 of “Samuraï Blades”), measures the distance between the thrower and the hex, and then rolls 1D10 and consults the table below:

	Distance in hexes	Notes	
Die roll	1	2	3	4	5	6	T:        The grenade lands in the target hex.
D1-3:  The grenade deviates by 1, 2 or 3 hexes. Roll 1D6 to determine the direction of deviation. The deviation can be less if the grenade hits a wall or other obstacle. Re-roll the deviation die if the landing point does not appear to be realistic. 
M:      Malfunction: re-roll 1D10:
   1,2:    Explosion in the thrower’s hands.
   3,4:    Delayed explosion: lands in the target hex but the grenade does not explode until the next turn.     
   5-10:  The grenade does not explode.	
  1
  2
  3
  4
  5
  6
  7
  8
  9
10	T
T
T
T
T
T
T
D1
D1
M	T
T
T
T
T
D1
D1
D1
D1
M	T
T
T
T
D1
D1
D1
D2
D2
M	T
T
T
D1
D1
D1
D2
D2
D2
M	T
T
D1
D1
D1
D2
D2
D3
D3
M	T
D1
D1
D1
D2
D2
D2
D3
D3
M		

When targeting a hex (in reality an area), cover is only significant for the purposes of the rules on lines of sight. In contrast, when aiming at a target behind a window and there is a deviation, it must be determined if the hex where the grenade lands can be reached or nor (i.e. whether there is a line of sight to it).

Effect of grenades: Three types of grenade are available: Explosive, Dazzling, and Smoke. For each of these three types of grenade the same zone of effect applies, consisting of the landing hex and the 6 hexes that are adjacent to it. Stone walls block the effect of a grenade.

Explosive grenades: This grenade breaks into fragments when it explodes. For its effect roll 1D10:

Die roll	Central hex	Adjacent hex	Notes	
1-2	F	E	F:  Defender killed; Horse killed if mounted.
E:  Defender wounded; Horse killed if mounted.
D:  Defender stunned.
C:  Defender retreats 2 hexes.
	
3-4	E	D		
5-6	D	C		
7-8	C	-		
9-10	-	-		
Optionally +1 can be added to the die roll if the target is an armoured samurai (which is being generous…)	

Dazzling grenades: This grenade explodes with a very bright light. Any character within the zone of effect will be blinded for one turn (and is treated as if stunned).

Smoke grenades: This grenade creates a screen of smoke over all of the zone of effect. The smoke screen lasts for 2 turns. No-one can shoot or engage in combat inside, across or out of this area.

(2) 	ARQUEBUSES (TEPPO)
Teppo is the name given to the arquebuses introduced into Japan in about 1560. The rules for teppo are specifically designed for use with the game “Samouraï” (or “Samurai Blades”). The Hussite hand guns (designed by Philippe Gaillard and published in Claymore #8) are like very efficient crossbows, but the Japanese teppo are more like small one-man ballistas, taking a full turn to load. Although their short and medium ranges are shorter than Samurai bows, long range is longer.

By the end of the Momoyama period, the arquebusier had become the most important ashigaru within the armies of the warlords. Arquebusier units were made up of 30-50 men with one ‘teppo ko-gashira’ (officer) per dozen men. The arquebuses of this period (called teppo) were quite inaccurate, so the range below reflects this fact. Note that in the game the maximum range does not correspond to the theoretical maximum range of the weapon but to its practical range in use. 

Arquebus (teppo) range in metres 	Note: Peculiarly the distances are given in metres not hexes: it may be assumed that ‘hexes’ was intended. Ranges can optionally be changed to the same as crossbows.	
Short	Medium	Long		
1-20	21-80	81-160		
Proportionate reduced ranges: “Croisades” – 20/50/130, “Vikings”/“Dragon Noir” – 10/25/95.	

Shooting takes place during the mounted archers phase [i.e. only in the Offensive Fire phase if the rules for defensive fire are being used].

The speed of fire is very slow: one shot every second turn (that is Game Turns, not Player Turns or Phases). An arquebusier that has fired cannot move during the two movement phases following his shot, as he is considered to be reloading his arquebus [i.e. it takes one complete turn to reload].

Introducing arquebuses into the game: There are two possible ways of representing arquebuses in the game. The first is to make special markers to represent them, and cut those out of card. The second is to modify existing counters with a felt-tip pen and tippex. 

[Alternatively, since it would be uncommon to find ashigaru archers and ashigaru teppo in the same army, or at least in the same part of the army, just treat ashigaru archers as if they are carrying arquebuses. If more than 6 teppo are needed, use crossbowmen from “Cry Havoc”, “Siege”, or any other game of the series.]

Missile Results Tables (1)	
Target	Mounted Samurai in cover (2)	Infantry in cover (Samurai add +1 to die roll)	
Die roll	None	Light	Medium	None	Light	Medium	Heavy (3)	
1
2
3
4
5
6
7
8
9+	E
D
C
C  [B]
B
A
-
-
-	D
C
C  [B]
B
A
-
-
-
-	C
C  [B]
B
A
-
-
-
-
-	C
C
C
C
B
B
A
A
-	C
C
C
B
B
A
A
-
-	C
C
B
B
A
A
-
-
-	C  [B]
B  [B]
B  [A]
A  [A]
A  [-]
-
-
-
-	
Use the same results as in the normal Missile Results Tables from the boxed games. 
Mounted: ‘A’ = Defender retreats 4 hexes; ‘B’ = Horse killed, rider stunned and dismounted; ‘C’ = Horse unharmed, rider wounded; ‘D’ = Horse killed, rider wounded and dismounted; ‘E’ = Horse unharmed, rider killed and dismounted. 
Foot: ‘A’ = Defender retreats 2 hexes; ‘B’ = Defender wounded; ‘C’ = Defender killed. 	

NOTES
(1)	A comparison between this table, the one for Samurai longbows, and the missile tables for other games in the “Cry Havoc” series shows that guns have an effect midway between crossbow and ballista, i.e. two points of effectiveness greater than the Samurai longbow. 
(2)	Teppo shooting against armoured cavalry have been given two chances of a ‘C’ result (ABCCDE), whereas the normal “Samouraï” / “Samurai Blades” bow table gives two chances of a ‘B’ result (ABBCDE). Players may agree to use the normal table, substituting the ‘B’ results in brackets for ‘C’ results. Note, however, that the later French games of the series change ABBCDE to ABCDEF, with ‘F’ = Horse killed, rider killed and dismounted’.
(3)	There is no heavy cover in the game “Samouraï”, so the final column was not in fact necessary. Normally each additional level of cover grants the equivalent of an extra +1 to the die-roll, but in all the other games of the series the column for infantry in heavy cover has an effect of +2 rather than +1 over the effect of medium cover. There seems no particular reason why arquebuses should have extra effectiveness against heavy cover than other missiles, so it is suggested that the results in brackets be used instead. 

Translation history: version 1.1 January 2000. Version 1.2 added corrections to section 1.1 rules 4.1, 4.2, 4.9, 5.5, 6.4, 6.5, 10.2, 11.0, game aid tables; to Scenarios 3, 5, 6, and Additional Scenarios 2.3 and 3.1; added new sections 1.2 for amended play sheet and 2.1 to 2.8 for rules specific to “Samouraï”, and identified the type of rule modification in sections 1.1 and 1.3. 
Version 1.3 inserted an Additional Scenario (The Alliance’s Temple) and its associated new rules as section 3.7, identified in the contents list the special rules included in the earlier scenarios, and added comments to section 3.3; also corrected 1.1:4.9 bridge.

[RDG: SAMURAI Supplement, version 1.3 September 2003]