This second game in theCombat Commander series includes units, cards, and scenarios depicting the fighting forces of these nations.
FATE CARDS: As for Germany, Russia, and America in CC:E, each of the new nationalities has its own 72-card Fate Deck highlighting its historical strengths and weaknesses (marksmanship for the British, giving them fewer shots but of higher quality; a higher likelihood of surrender for broken Italian units; quality Orders, Actions, and Events for the French but saddled with only a "1" discard capability; etc.).
CC:M's Playbook will include the following:
12 new historical scenarios, each one including at least one of the three new nationalities.
An updated Random Scenario Generator incorporating the new nationalities and the twelve new maps, as well as allowing for the early years of fighting in 1939 and 1940. This random scenario system provides an almost unending variety of map configurations, force structures, and combat situations. Replayability value for Combat Commander gets even better with this new addition to the family.
A complete manifest of all 432 Fate Cards included in CC:E and CC:M. Number crunchers rejoice!
Assigned Point Values for all units, weapons, radios and fortifications in CC:E and CC:M, allowing players to easily create their own scenarios and Orders of Battle.
Additional designer's notes and play hints.
And more...
Combat Commander is one of those rare exceptional values in wargaming—one that can be revisited time and time again, each with a new tale to tell.
NOTE: Combat Commander: Mediterranean is not a stand-alone game. You will need to own Combat Commander: Europe in order to play it.
The mighty castles and sprawling cities of Rokugan are merely tiny islands of civilization in the vast wilderness that surrounds and envelops the Emerald Empire. From the dark and haunted depths of the Shinomen Mori forest to the sharp and icy peaks of the Great Wall of the North mountains, these ancient and wild lands hold countless dangers for the unwary. Only the wise samurai of the Dragon Clan embrace their writ to live in the wilds, and create the bridge between this world and civilization.
Writ of the Wilds explores the wilds of Rokugan, as well as the mysterious Dragon clan who makes these lands their home. In this sourcebook for the Legend of the Five Rings Roleplaying Game, you will find exciting new information on gaming in the Rokugani wilderness and the territories of the Dragon, including:
Tales of the strange beings and spirits that haunt the Shinomen Mori, and the various cultures and species that live outside of Rokugan’s society.
Rules for the Dragonfly minor clan, plus new schools, kiho, kata, and rituals designed to bring the monastic culture of the Dragon to your game. You also gain access to rules for playing new non-human species such as Shinomen Nezumi, Naga, and Tengu, and also playing members of the Yobanjin Groups who live in the Great Wall of the North.
A wealth of information on temples and monasteries, and GM support on how to include these settings in your game.