Flashing Blades core rules
3.1 ATTRIBUTES (p. 4) – alternate ability score methods
3.2 BACKGROUND (p. 4) – starting age; home province for nobles and gentlemen
3.3 CHOOSING SKILLS (p. 5) – new skills by background
3.41 General Skills (p. 6) – descriptions of new skills
3.51 Expertise in Martial Skills (p. 9) – new skills
3.6 ADVANTAGES AND SECRETS (p. 9) – new and revised Advantages and Secrets
3.72 Outfitting (p. 12) – starting equipment; additional equipment
4.2 TURN SEQUENCE (p. 14) – revised rules for movement; new rules: jumping
4.33 Missle Weapon Attacks (p. 15-6) – range modifiers for blunderbuss
4.41 The Parry (p. 17) – using two-handed sword to parry polearms
4.53 Weapon Damage (p. 17-8) – damage for blunderbuss
4.54 Armor (p. 18) – damage deflection by buff coat, mail shirt, secrete. and cavalry boots
4.74 Special Attacks (p. 19-20) – revised rules for horses’ hit points and movement; new rules: horse quality, training, and traits, taunts and threats while dueling
5.21 The Social Scale (pp. 22-3) – revised Social Scale
5.3 THE MILITARY (p. 23) – new rules: militia service and the ban et l’arrière ban
5.31 Enlisting (pp. 23-4) – Marksmen and Grenadiers, enlisting in the maison militaire
5.32 The Royal Army (p. 24) – revised regiment list
5.33 The Ranks (pp. 24-6) – revised ranks and duties
5.35 Personal Results of Campaign (pp. 278) – revised decorations and knighthoods
5.4 THE CLERGY (p. 30) – new rules: confraternities
5.43 Positions within the Clergy (pp. 30-1) – revised position descriptions; new position: canon
5.51 Introduction (p. 32) – new rule: venality of office
5.52 Entering the Bureaucracy (p. 32) – position description
5.53 Ranks and Positions in the Bureaucracy (pp. 32-4) – revised ranks and positions, position descriptions
5.62 Orders (p. 36) – new orders and ranks
5.8 THE NOBILITY (p. 38) – new rules: courtiers, offices of the king’s household
5.82 Advancement within the Nobility (p. 38) – Archduke and Grand Duke removed from noble titles; new ranks: Peer and Foreign Prince
5.9 FENCING SCHOOLS (p. 38) – Mastery of a fencing style; guild masters
High Seas campaign supplement
2.3 NEW SKILLS (p. 2) – Wit or Dexterity as base attribute for Seamanship
2.6.3 Monetary Conversions (p. 4) – additional currencies
3.3 SPECIAL SITUATIONS (p. 5) – Acrobatics replaces Seamanship with respect to swimming and drowning
6.1 SHIP CONSTRUCTION (p. 14-15) – revised ship rules, new ships: galleys
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