tir de teppo? mes 5 cents
Source: Gingell: Supplement for SAMOURAÏ and SAMURAI BLADES - Version 1.3, 09/03
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The Alliance’s Temple, with rules for grenades and guns (from Jeux et Stratégie #?)
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
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(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 1-20m
Medium 21-80m
Long 81-160m
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)
Die roll 123456789+
None EDCC[B]BA---
Light DCC[B]BA----
Medium CC[B]BA-----
Target: Infantry in cover (Samurai add +1 to die roll) (3)
Die roll 123456789+
None CCCCBBAA-
Light CCCBBAA--
Medium CCBBAA---
Heavy 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.