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	<id>http://www.mekwars.org/mediawiki-1.34.1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Alsadius</id>
	<title>MMNet Wiki - User contributions [en]</title>
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	<updated>2026-04-12T06:24:13Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Hangar&amp;diff=1790</id>
		<title>Hangar</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Hangar&amp;diff=1790"/>
		<updated>2017-09-18T00:20:50Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Wasn't displaying right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A hangar is a player's collection of [[Units]] to use within MekWars. A hangar consists of a number of bays which are used to house the unit. New players start with 120 bays in their hangar though this can be expanded by renting more bays at the cost of C-Bills. Each type of unit requires a specific number of bays, which is detailed in the table below.&lt;br /&gt;
&lt;br /&gt;
There are a few special rules that apply, in addition to the table:&lt;br /&gt;
&lt;br /&gt;
* '''Foot Infantry''' do not take up 1 bay as listed in the table below. Only Jump, Mechanized and Motorized take up 1 bay. Foot take up fractional bay space. It takes several foot to take up 1 bay.&lt;br /&gt;
* In an effort to require some balance to a player's hangar, there is a tax if too many of a Mek weight class is in a player's hangar. After 6 of the same weight class (Meks only), an exponential tax is applied, which is expressed in parentheses in the UI next to a player's bay counts on the right. It is possible, past 8-10 Meks of the same weight class, that the tax becomes completely unsustainable (several thousand to ten thousand C-Bills), bankrupting the player. &lt;br /&gt;
&lt;br /&gt;
[[File:Hangar.JPG|right|800px|thumb|A typical hangar within MekWars. This hangar is using 92/120 bays (28 bays free).]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Unit Weight  &amp;amp; Type           !!    Bays Required&lt;br /&gt;
|-&lt;br /&gt;
| Light Mek        ||                                       3&lt;br /&gt;
|-&lt;br /&gt;
|Medium Mek           ||                                   4&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Mek          ||                                     6&lt;br /&gt;
|-&lt;br /&gt;
|Assault Mek    ||                                         9&lt;br /&gt;
|-&lt;br /&gt;
|Light Vehicle     ||                                       1&lt;br /&gt;
|-&lt;br /&gt;
|Medium Vehicle       ||                                    2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Vehicle      ||                                     3&lt;br /&gt;
|-&lt;br /&gt;
|Assault Vehicle      ||                                   4&lt;br /&gt;
|-&lt;br /&gt;
|Light Infantry            ||                               1*&lt;br /&gt;
|-&lt;br /&gt;
|Light Aero         ||                                      1&lt;br /&gt;
|-&lt;br /&gt;
|Medium Aero        ||                                     2&lt;br /&gt;
|-&lt;br /&gt;
|Heavy Aero        ||                                     3&lt;br /&gt;
|-&lt;br /&gt;
|Assault Aero (dropships)     ||                         12&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1788</id>
		<title>Army Construction</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1788"/>
		<updated>2017-08-17T10:43:40Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaMekNET has specific army construction guidelines that apply to ''all'' armies regardless of [[Operations|Operation]]. There are only two easy-to-grasp rules for constructing armies: The stairstep rule and the BV spread rule. As mentioned, these both apply regardless of the operation in question. The spread rule is enforced automatically through the MekWars client and will not allow you to use the illegal army. However, the stairstep rule is not something the client is able to enforce so all players should be aware and have good sportsmanship when playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Stairstep Rule ==&lt;br /&gt;
&lt;br /&gt;
No Mech or Vee may be more than 1 weight class distant from another Mech or Vee. Using three heavy Mechs/tanks and then one light Mech/tank would be illegal under this rule. Instead, you could use two heavies, a medium and a light or go with three heavies and a medium instead.&lt;br /&gt;
&lt;br /&gt;
The Stairstep Rule discourages min/maxing whereupon an army constructed around a single high-BV unit is surrounded by a number of cheap light units, while encouraging a diverse army composition to make battles more interesting. The rule is currently unable to be enforced via the MekWars Client so players must abide by it on their own or risk punishment.&lt;br /&gt;
&lt;br /&gt;
== Variable BV Spread Rule ==&lt;br /&gt;
&lt;br /&gt;
BV spread is the spread between the highest BV unit and the lowest BV unit within your army. Let's just say a 1450 BV ''Marauder'' is your highest BV unit and the lowest BV unit is a 900 BV ''Stinger''. The spread of that army would be 550.&lt;br /&gt;
&lt;br /&gt;
The fixed BV spread that existed in previous [[cycles]] has been replaced with a variable BV spread rule which allows for a great amount of flexibility depending on the overall size of the battle in question. Smaller BV battles will have a lower spread while larger battles will have a much higher spread, almost to the point where the spread becomes a non-factor at the highest levels. The formula for determining the spread is:&lt;br /&gt;
&lt;br /&gt;
BV Spread = (Army BV x 0.1) + 400&lt;br /&gt;
&lt;br /&gt;
Here's a quick guide chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! BV of Battle&lt;br /&gt;
! BV Spread&lt;br /&gt;
|-&lt;br /&gt;
| 2000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| 3000&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| 6000&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7000&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 9000&lt;br /&gt;
| 1300&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 1400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that while the total spread ''allowed'' is calculated from the '''total''' BV of the army, the calculation of what the spread ''actually is'' is calculated from the '''base''' BVs of the units in the army. In the example above, if the Marauder had a 2/3 pilot and was worth 2480 BV, the spread needed to put it in an army with a Stinger would still only be 550 BV, not 1580. &lt;br /&gt;
&lt;br /&gt;
== Unit Customization ==&lt;br /&gt;
&lt;br /&gt;
There are many options to customize how units work available in game, such as through loading specialty ammunition or changing a weapon's firing mode. However, due to the 3025-era setting and a desire for overall balance, many canonical customization options are available only in certain special cases, or not at all. Note that ammunition must be loaded in advance of the battle, as no combat reloading options exist in the game engine. &lt;br /&gt;
&lt;br /&gt;
=== All Units ===&lt;br /&gt;
* Rename pilot: Can be renamed freely outside outside battle. &lt;br /&gt;
* Disable autoeject: Guarantees that the pilot will not survive if their unit is destroyed. Can be toggled freely outside combat. &lt;br /&gt;
* Targeting system: Can be toggled between standard and anti-air outside battle. (Note that there are no [[operations|operation]] types that use both ground and air units in the game)&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons ===&lt;br /&gt;
* PPC field inhibitor: Can be toggled on/off in combat. &lt;br /&gt;
* Flamer mode: Can be toggled between damage and heat in combat. &lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
* Fragmentation ammo: Available in all launchers. &lt;br /&gt;
* Narc-capable ammo: Available in all launchers. &lt;br /&gt;
* Artemis-capable ammo: Available in all launchers(even when the unit has no Artemis system). &lt;br /&gt;
* Inferno ammo: Only available in SRM2.&lt;br /&gt;
* Thunder ammo: Only available in LRM5. &lt;br /&gt;
&lt;br /&gt;
=== Autocannons ===&lt;br /&gt;
* Flechette ammo: Available in all autocannons.&lt;br /&gt;
* Flak ammo: Available in all autocannons.&lt;br /&gt;
* Precision ammo: Only available in AC/2 and AC/5. &lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Rapid fire mode: Can be toggled on/off outside battle. &lt;br /&gt;
&lt;br /&gt;
== Design Contests ==&lt;br /&gt;
A design contest took place on the forums in 2015, and the winning [http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8579 mechs] and [http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8578 vehicles] have been added as rare options on each faction's [[build table]]. The following units are non-canonical, but available on the server: &lt;br /&gt;
&lt;br /&gt;
Light Meks: &lt;br /&gt;
* Sub-Urban Mech - 25t, 4/6/0, 11 HS, 80/89 armour, LL, 5 MG(2t), flip arms&lt;br /&gt;
* Wolf Spider WSD-8R - 30t, 7/11,6, 10 HS, 80/105 armour, SRM-4(1t), 2 SL&lt;br /&gt;
* Mule ML-1 - 30t, 4/6/0, 10 HS, 96/105 armour, 4 LRM-5(3t), Flamer, flip arms&lt;br /&gt;
* Sand Flea SFL-2L - 30t, 6/9/0(Quad), 10 HS, 112/113 armour, SRM-4(2t), 2 ML, 2 SL, Flamer&lt;br /&gt;
* Spinosad SPI-1 - 30t, 7/11/0, 10 HS, 64/105 armour, 2 SL, 4 MG(2t), Flamer&lt;br /&gt;
* Salamander SA2 - 35t, 6/9/6, 10 HS, 104/119 armour, 2 ML, 6 MG(1t), Flamer&lt;br /&gt;
&lt;br /&gt;
Medium Meks: &lt;br /&gt;
* Ra RA-1 - 45t, 4/6/4, 18 HS, 128/153 armour, LL, 4 ML, MG(1t)&lt;br /&gt;
* Honeybadger HBR-01 - 50t, 5/8/5, 12 HS, 128/169 armour, LL, 2 SRM-2(1t), ML, MG(0.5t), Hatchet&lt;br /&gt;
* Handaxe - 50t, 4/6/4, 12 HS, 120/169 armour, 2 LRM-5(2t), 2 LL, SRM-6(1t)&lt;br /&gt;
* Centurion CN9-AP - 50t, 4/6/0, 13 HS, 168/169 armour, LRM-5(1t), PPC, SRM-6(1t), 4 ML&lt;br /&gt;
* Scorpion SCP-1C - 55t, 5/8/0(Quad), 14 HS, 152/201 armour, PPC, SRM-6(1t), 3.5t cargo&lt;br /&gt;
&lt;br /&gt;
Heavy Meks: &lt;br /&gt;
* Rifleman RFL-3L - 60t, 4/6/0, 11 HS, 120/201 armour, 2 AC/2(1t), 2 PPC, 2 SL, flip arms&lt;br /&gt;
* Rifleman RFL-3Y - 60t, 3/5/3, 16 HS, 128/201 armour, 2 AC/2(1t), 2 LL, 2 ML, flip arms&lt;br /&gt;
* Ragnarok - 65t, 4/6/0, 10 HS, 200/211 armour, 2 AC/2(1t), LRM-5(1t), 2 ML, SL, 4 MG(1t), Hatchet&lt;br /&gt;
* Samurai OR-S1 - 75t, 5/8/0, 10 HS, 231/231 armour, 3 ML, 2 SRM-2(1t), Hatchet&lt;br /&gt;
* Strike Valkyrie STRK-VLK - 75t, 4/6/0, 11 HS, 184/231 armour, 2 LRM-15(2t), AC/2(1t), 2 SRM-4(1t), 2 ML&lt;br /&gt;
* Yeti YTI-1 - 75t, 3/5/3, 18 HS, 192/231 armour, PPC, LL, AC/20(2t), SL&lt;br /&gt;
&lt;br /&gt;
Assault Meks: &lt;br /&gt;
* Victor VTR-9GLI - 80t, 4/6/4, 12 HS, 184/247 armour, LRM-10(1t), AC/20(3t), 2 ML&lt;br /&gt;
* Sky Guardian SG-2D - 80t, 3/5/0, 216/247 armour, 4 AC/5(5t), 2 ML, SL, flip arms&lt;br /&gt;
* Ant Lion AL-10N - 90t, 3/5/0, 16 HS, 240/295 armour, 2 LRM-15(3t), 1 LRM-10(1t), AC/5(1t), LL, 2 ML, SL&lt;br /&gt;
* Banshee BNC-3X - 95t, 4/6/0, 16 HS, 240/293 armour, PPC, [http://www.sarna.net/wiki/Binary_Laser_Cannon Blazer], SL&lt;br /&gt;
* Berserker BKR-2B - 100t, 4/6/0, 10 HS, 184/307 armour, LL, 2 SRM-6(1t), Hatchet&lt;br /&gt;
* Aegis AS-AG1 - 100t, 2/3/0, 38 HS, 307/307 armour, 2 PPC, 2 LL, SRM-4(1t), 2 MG(1t)&lt;br /&gt;
&lt;br /&gt;
Light Vehicles:&lt;br /&gt;
* Scorpion Light Tank (Sealed) - 25t, 4/6 Tr, 64/127 armour, LL, 2 SL, 3t cargo, environmental sealing&lt;br /&gt;
* Road Warrior - 30t, 3/5 Wh, 96/145 armour, AC/10(2t)&lt;br /&gt;
* S-VI Salvar Tank - 30t, 5/8 Tr, 145/145 armour, LL, SRM-2(1t)&lt;br /&gt;
* Geyser Tank - 35t, 10/15 Ho, 144/162 armour, 2 ML, SRM-2(1t), 2 MG(1t)&lt;br /&gt;
&lt;br /&gt;
Medium Vehicles: &lt;br /&gt;
* Dragonfly Hover Carrier - 40t, 8/12 Ho, 64/180 armour, AC/5(1t), 3 Vehicle Flamer(1t), TAG, 3.5t cargo&lt;br /&gt;
* Skirmisher - 40t, 6/9 Tr, 56/180 armour, AC/5(1t), 3 ML&lt;br /&gt;
* Vedette (Sealed) - 50t, 5/8 Tr, 96/215 armour, PPC, Flamer, 0.5t cargo, environmental sealing&lt;br /&gt;
* Roc Assault APC - 50t, 8/12 Ho, 128/215 armour, 3 Flamer, 6 MG(0.5t), 12t cargo&lt;br /&gt;
&lt;br /&gt;
Heavy Vehicles:&lt;br /&gt;
* Katana Command Tank - 60t, 4/6 Tr, 96/250 armour, PPC, MG(0.5t), 3t communications equipment&lt;br /&gt;
* Pangolin - 70t, 4/6 Wh, 192/285 armour, 2 LRM-15(4t), LL, Flamer&lt;br /&gt;
* Norris M1-A8 - 70t, 3/5 Tr, 285/285 armour, AC/20(5t), 2 MG(2t)&lt;br /&gt;
&lt;br /&gt;
Assault Vehicles: &lt;br /&gt;
* Centaur Self-Propelled Assault Gun - 80t, 3/5 Tr, 160/320 armour, Sniper(3t), 4 SRM-2(2t), 4 Vehicular Grenade Launcher, MG(1t?)&lt;br /&gt;
* Spartan Missile Tank - 80t, 3/5 Wh, 104/320 armour, 2 LRM-20(5t), 4 SRM-6(3t)&lt;br /&gt;
* Fiona Heavy Tank - 90t, 3/5 Tr, 128/355 armour, 3 LL, AC/20(2t)&lt;br /&gt;
* Chimera Assault Tank - 95t, 2/3 Tr, 224/372 armour, 2 LRM-20(4t), AC/20(3t), 3 MG(1t), 6t cargo&lt;br /&gt;
* Bear Assault Tank - 100t, 2/3 Tr, 160/390 armour, 2 LRM-20(4t), AC/10(4t), 3 SRM-6(2t), 2 Vehicle Flamer(1t), 4 MG(1t)&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1787</id>
		<title>Army Construction</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1787"/>
		<updated>2017-08-09T12:01:42Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Design Contests */ Added tanks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaMekNET has specific army construction guidelines that apply to ''all'' armies regardless of [[Operations|Operation]]. There are only two easy-to-grasp rules for constructing armies: The stairstep rule and the BV spread rule. As mentioned, these both apply regardless of the operation in question. The spread rule is enforced automatically through the MekWars client and will not allow you to use the illegal army. However, the stairstep rule is not something the client is able to enforce so all players should be aware and have good sportsmanship when playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Stairstep Rule ==&lt;br /&gt;
&lt;br /&gt;
No Mech or Vee may be more than 1 weight class distant from another Mech or Vee. Using three heavy Mechs/tanks and then one light Mech/tank would be illegal under this rule. Instead, you could use two heavies, a medium and a light or go with three heavies and a medium instead.&lt;br /&gt;
&lt;br /&gt;
The Stairstep Rule discourages min/maxing whereupon an army constructed around a single high-BV unit is surrounded by a number of cheap light units, while encouraging a diverse army composition to make battles more interesting. The rule is currently unable to be enforced via the MekWars Client so players must abide by it on their own or risk punishment.&lt;br /&gt;
&lt;br /&gt;
== Variable BV Spread Rule ==&lt;br /&gt;
&lt;br /&gt;
BV spread is the spread between the highest BV unit and the lowest BV unit within your army. Let's just say a 1450 BV ''Marauder'' is your highest BV unit and the lowest BV unit is a 900 BV ''Stinger''. The spread of that army would be 550.&lt;br /&gt;
&lt;br /&gt;
The fixed BV spread that existed in previous [[cycles]] has been replaced with a variable BV spread rule which allows for a great amount of flexibility depending on the overall size of the battle in question. Smaller BV battles will have a lower spread while larger battles will have a much higher spread, almost to the point where the spread becomes a non-factor at the highest levels. The formula for determining the spread is:&lt;br /&gt;
&lt;br /&gt;
BV Spread = (Army BV x 0.1) + 400&lt;br /&gt;
&lt;br /&gt;
Here's a quick guide chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! BV of Battle&lt;br /&gt;
! BV Spread&lt;br /&gt;
|-&lt;br /&gt;
| 2000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| 3000&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| 6000&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7000&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 9000&lt;br /&gt;
| 1300&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 1400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unit Customization ==&lt;br /&gt;
&lt;br /&gt;
There are many options to customize how units work available in game, such as through loading specialty ammunition or changing a weapon's firing mode. However, due to the 3025-era setting and a desire for overall balance, many canonical customization options are available only in certain special cases, or not at all. Note that ammunition must be loaded in advance of the battle, as no combat reloading options exist in the game engine. &lt;br /&gt;
&lt;br /&gt;
=== All Units ===&lt;br /&gt;
* Rename pilot: Can be renamed freely outside outside battle. &lt;br /&gt;
* Disable autoeject: Guarantees that the pilot will not survive if their unit is destroyed. Can be toggled freely outside combat. &lt;br /&gt;
* Targeting system: Can be toggled between standard and anti-air outside battle. (Note that there are no [[operations|operation]] types that use both ground and air units in the game)&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons ===&lt;br /&gt;
* PPC field inhibitor: Can be toggled on/off in combat. &lt;br /&gt;
* Flamer mode: Can be toggled between damage and heat in combat. &lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
* Fragmentation ammo: Available in all launchers. &lt;br /&gt;
* Narc-capable ammo: Available in all launchers. &lt;br /&gt;
* Artemis-capable ammo: Available in all launchers(even when the unit has no Artemis system). &lt;br /&gt;
* Inferno ammo: Only available in SRM2.&lt;br /&gt;
* Thunder ammo: Only available in LRM5. &lt;br /&gt;
&lt;br /&gt;
=== Autocannons ===&lt;br /&gt;
* Flechette ammo: Available in all autocannons.&lt;br /&gt;
* Flak ammo: Available in all autocannons.&lt;br /&gt;
* Precision ammo: Only available in AC/2 and AC/5. &lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Rapid fire mode: Can be toggled on/off outside battle. &lt;br /&gt;
&lt;br /&gt;
== Design Contests ==&lt;br /&gt;
A design contest took place on the forums in 2015, and the winning [http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8579 mechs] and [http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8578 vehicles] have been added as rare options on each faction's [[build table]]. The following units are non-canonical, but available on the server: &lt;br /&gt;
&lt;br /&gt;
Light Meks: &lt;br /&gt;
* Sub-Urban Mech - 25t, 4/6/0, 11 HS, 80/89 armour, LL, 5 MG(2t), flip arms&lt;br /&gt;
* Wolf Spider WSD-8R - 30t, 7/11,6, 10 HS, 80/105 armour, SRM-4(1t), 2 SL&lt;br /&gt;
* Mule ML-1 - 30t, 4/6/0, 10 HS, 96/105 armour, 4 LRM-5(3t), Flamer, flip arms&lt;br /&gt;
* Sand Flea SFL-2L - 30t, 6/9/0(Quad), 10 HS, 112/113 armour, SRM-4(2t), 2 ML, 2 SL, Flamer&lt;br /&gt;
* Spinosad SPI-1 - 30t, 7/11/0, 10 HS, 64/105 armour, 2 SL, 4 MG(2t), Flamer&lt;br /&gt;
* Salamander SA2 - 35t, 6/9/6, 10 HS, 104/119 armour, 2 ML, 6 MG(1t), Flamer&lt;br /&gt;
&lt;br /&gt;
Medium Meks: &lt;br /&gt;
* Ra RA-1 - 45t, 4/6/4, 18 HS, 128/153 armour, LL, 4 ML, MG(1t)&lt;br /&gt;
* Honeybadger HBR-01 - 50t, 5/8/5, 12 HS, 128/169 armour, LL, 2 SRM-2(1t), ML, MG(0.5t), Hatchet&lt;br /&gt;
* Handaxe - 50t, 4/6/4, 12 HS, 120/169 armour, 2 LRM-5(2t), 2 LL, SRM-6(1t)&lt;br /&gt;
* Centurion CN9-AP - 50t, 4/6/0, 13 HS, 168/169 armour, LRM-5(1t), PPC, SRM-6(1t), 4 ML&lt;br /&gt;
* Scorpion SCP-1C - 55t, 5/8/0(Quad), 14 HS, 152/201 armour, PPC, SRM-6(1t), 3.5t cargo&lt;br /&gt;
&lt;br /&gt;
Heavy Meks: &lt;br /&gt;
* Rifleman RFL-3L - 60t, 4/6/0, 11 HS, 120/201 armour, 2 AC/2(1t), 2 PPC, 2 SL, flip arms&lt;br /&gt;
* Rifleman RFL-3Y - 60t, 3/5/3, 16 HS, 128/201 armour, 2 AC/2(1t), 2 LL, 2 ML, flip arms&lt;br /&gt;
* Ragnarok - 65t, 4/6/0, 10 HS, 200/211 armour, 2 AC/2(1t), LRM-5(1t), 2 ML, SL, 4 MG(1t), Hatchet&lt;br /&gt;
* Samurai OR-S1 - 75t, 5/8/0, 10 HS, 231/231 armour, 3 ML, 2 SRM-2(1t), Hatchet&lt;br /&gt;
* Strike Valkyrie STRK-VLK - 75t, 4/6/0, 11 HS, 184/231 armour, 2 LRM-15(2t), AC/2(1t), 2 SRM-4(1t), 2 ML&lt;br /&gt;
* Yeti YTI-1 - 75t, 3/5/3, 18 HS, 192/231 armour, PPC, LL, AC/20(2t), SL&lt;br /&gt;
&lt;br /&gt;
Assault Meks: &lt;br /&gt;
* Victor VTR-9GLI - 80t, 4/6/4, 12 HS, 184/247 armour, LRM-10(1t), AC/20(3t), 2 ML&lt;br /&gt;
* Sky Guardian SG-2D - 80t, 3/5/0, 216/247 armour, 4 AC/5(5t), 2 ML, SL, flip arms&lt;br /&gt;
* Ant Lion AL-10N - 90t, 3/5/0, 16 HS, 240/295 armour, 2 LRM-15(3t), 1 LRM-10(1t), AC/5(1t), LL, 2 ML, SL&lt;br /&gt;
* Banshee BNC-3X - 95t, 4/6/0, 16 HS, 240/293 armour, PPC, [http://www.sarna.net/wiki/Binary_Laser_Cannon Blazer], SL&lt;br /&gt;
* Berserker BKR-2B - 100t, 4/6/0, 10 HS, 184/307 armour, LL, 2 SRM-6(1t), Hatchet&lt;br /&gt;
* Aegis AS-AG1 - 100t, 2/3/0, 38 HS, 307/307 armour, 2 PPC, 2 LL, SRM-4(1t), 2 MG(1t)&lt;br /&gt;
&lt;br /&gt;
Light Vehicles:&lt;br /&gt;
* Scorpion Light Tank (Sealed) - 25t, 4/6 Tr, 64/127 armour, LL, 2 SL, 3t cargo, environmental sealing&lt;br /&gt;
* Road Warrior - 30t, 3/5 Wh, 96/145 armour, AC/10(2t)&lt;br /&gt;
* S-VI Salvar Tank - 30t, 5/8 Tr, 145/145 armour, LL, SRM-2(1t)&lt;br /&gt;
* Geyser Tank - 35t, 10/15 Ho, 144/162 armour, 2 ML, SRM-2(1t), 2 MG(1t)&lt;br /&gt;
&lt;br /&gt;
Medium Vehicles: &lt;br /&gt;
* Dragonfly Hover Carrier - 40t, 8/12 Ho, 64/180 armour, AC/5(1t), 3 Vehicle Flamer(1t), TAG, 3.5t cargo&lt;br /&gt;
* Skirmisher - 40t, 6/9 Tr, 56/180 armour, AC/5(1t), 3 ML&lt;br /&gt;
* Vedette (Sealed) - 50t, 5/8 Tr, 96/215 armour, PPC, Flamer, 0.5t cargo, environmental sealing&lt;br /&gt;
* Roc Assault APC - 50t, 8/12 Ho, 128/215 armour, 3 Flamer, 6 MG(0.5t), 12t cargo&lt;br /&gt;
&lt;br /&gt;
Heavy Vehicles:&lt;br /&gt;
* Katana Command Tank - 60t, 4/6 Tr, 96/250 armour, PPC, MG(0.5t), 3t communications equipment&lt;br /&gt;
* Pangolin - 70t, 4/6 Wh, 192/285 armour, 2 LRM-15(4t), LL, Flamer&lt;br /&gt;
* Norris M1-A8 - 70t, 3/5 Tr, 285/285 armour, AC/20(5t), 2 MG(2t)&lt;br /&gt;
&lt;br /&gt;
Assault Vehicles: &lt;br /&gt;
* Centaur Self-Propelled Assault Gun - 80t, 3/5 Tr, 160/320 armour, Sniper(3t), 4 SRM-2(2t), 4 Vehicular Grenade Launcher, MG(1t?)&lt;br /&gt;
* Spartan Missile Tank - 80t, 3/5 Wh, 104/320 armour, 2 LRM-20(5t), 4 SRM-6(3t)&lt;br /&gt;
* Fiona Heavy Tank - 90t, 3/5 Tr, 128/355 armour, 3 LL, AC/20(2t)&lt;br /&gt;
* Chimera Assault Tank - 95t, 2/3 Tr, 224/372 armour, 2 LRM-20(4t), AC/20(3t), 3 MG(1t), 6t cargo&lt;br /&gt;
* Bear Assault Tank - 100t, 2/3 Tr, 160/390 armour, 2 LRM-20(4t), AC/10(4t), 3 SRM-6(2t), 2 Vehicle Flamer(1t), 4 MG(1t)&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1770</id>
		<title>Army Construction</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1770"/>
		<updated>2017-06-04T19:57:27Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Design Contests */ Strike Valkyrie was misposted in original thread, needed to be down-gunned to fit weight limits.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaMekNET has specific army construction guidelines that apply to ''all'' armies regardless of [[Operations|Operation]]. There are only two easy-to-grasp rules for constructing armies: The stairstep rule and the BV spread rule. As mentioned, these both apply regardless of the operation in question. The spread rule is enforced automatically through the MekWars client and will not allow you to use the illegal army. However, the stairstep rule is not something the client is able to enforce so all players should be aware and have good sportsmanship when playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Stairstep Rule ==&lt;br /&gt;
&lt;br /&gt;
No Mech or Vee may be more than 1 weight class distant from another Mech or Vee. Using three heavy Mechs/tanks and then one light Mech/tank would be illegal under this rule. Instead, you could use two heavies, a medium and a light or go with three heavies and a medium instead.&lt;br /&gt;
&lt;br /&gt;
The Stairstep Rule discourages min/maxing whereupon an army constructed around a single high-BV unit is surrounded by a number of cheap light units, while encouraging a diverse army composition to make battles more interesting. The rule is currently unable to be enforced via the MekWars Client so players must abide by it on their own or risk punishment.&lt;br /&gt;
&lt;br /&gt;
== Variable BV Spread Rule ==&lt;br /&gt;
&lt;br /&gt;
BV spread is the spread between the highest BV unit and the lowest BV unit within your army. Let's just say a 1450 BV ''Marauder'' is your highest BV unit and the lowest BV unit is a 900 BV ''Stinger''. The spread of that army would be 550.&lt;br /&gt;
&lt;br /&gt;
The fixed BV spread that existed in previous [[cycles]] has been replaced with a variable BV spread rule which allows for a great amount of flexibility depending on the overall size of the battle in question. Smaller BV battles will have a lower spread while larger battles will have a much higher spread, almost to the point where the spread becomes a non-factor at the highest levels. The formula for determining the spread is:&lt;br /&gt;
&lt;br /&gt;
BV Spread = (Army BV x 0.1) + 400&lt;br /&gt;
&lt;br /&gt;
Here's a quick guide chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! BV of Battle&lt;br /&gt;
! BV Spread&lt;br /&gt;
|-&lt;br /&gt;
| 2000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| 3000&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| 6000&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7000&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 9000&lt;br /&gt;
| 1300&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 1400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unit Customization ==&lt;br /&gt;
&lt;br /&gt;
There are many options to customize how units work available in game, such as through loading specialty ammunition or changing a weapon's firing mode. However, due to the 3025-era setting and a desire for overall balance, many canonical customization options are available only in certain special cases, or not at all. Note that ammunition must be loaded in advance of the battle, as no combat reloading options exist in the game engine. &lt;br /&gt;
&lt;br /&gt;
=== All Units ===&lt;br /&gt;
* Rename pilot: Can be renamed freely outside outside battle. &lt;br /&gt;
* Disable autoeject: Guarantees that the pilot will not survive if their unit is destroyed. Can be toggled freely outside combat. &lt;br /&gt;
* Targeting system: Can be toggled between standard and anti-air outside battle. (Note that there are no [[operations|operation]] types that use both ground and air units in the game)&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons ===&lt;br /&gt;
* PPC field inhibitor: Can be toggled on/off in combat. &lt;br /&gt;
* Flamer mode: Can be toggled between damage and heat in combat. &lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
* Fragmentation ammo: Available in all launchers. &lt;br /&gt;
* Narc-capable ammo: Available in all launchers. &lt;br /&gt;
* Artemis-capable ammo: Available in all launchers(even when the unit has no Artemis system). &lt;br /&gt;
* Inferno ammo: Only available in SRM2.&lt;br /&gt;
* Thunder ammo: Only available in LRM5. &lt;br /&gt;
&lt;br /&gt;
=== Autocannons ===&lt;br /&gt;
* Flechette ammo: Available in all autocannons.&lt;br /&gt;
* Flak ammo: Available in all autocannons.&lt;br /&gt;
* Precision ammo: Only available in AC/2 and AC/5. &lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Rapid fire mode: Can be toggled on/off outside battle. &lt;br /&gt;
&lt;br /&gt;
== Design Contests ==&lt;br /&gt;
[http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8579 A design contest took place on the forums in 2015], and the winning units have been added as rare options on each faction's [[build table]]. The following units are non-canonical, but available on the server: &lt;br /&gt;
&lt;br /&gt;
Light Meks: &lt;br /&gt;
* Sub-Urban Mech - 25t, 4/6/0, 11 HS, 80/89 armour, LL, 5 MG(2t), flip arms&lt;br /&gt;
* Wolf Spider WSD-8R - 30t, 7/11,6, 10 HS, 80/105 armour, SRM-4(1t), 2 SL&lt;br /&gt;
* Mule ML-1 - 30t, 4/6/0, 10 HS, 96/105 armour, 4 LRM-5(3t), Flamer, flip arms&lt;br /&gt;
* Sand Flea SFL-2L - 30t, 6/9/0(Quad), 10 HS, 112/113 armour, SRM-4(2t), 2 ML, 2 SL, Flamer&lt;br /&gt;
* Spinosad SPI-1 - 30t, 7/11/0, 10 HS, 64/105 armour, 2 SL, 4 MG(2t), Flamer&lt;br /&gt;
* Salamander SA2 - 35t, 6/9/6, 10 HS, 104/119 armour, 2 ML, 6 MG(1t), Flamer&lt;br /&gt;
&lt;br /&gt;
Medium Meks: &lt;br /&gt;
* Ra RA-1 - 45t, 4/6/4, 18 HS, 128/153 armour, LL, 4 ML, MG(1t)&lt;br /&gt;
* Honeybadger HBR-01 - 50t, 5/8/5, 12 HS, 128/169 armour, LL, 2 SRM-2(1t), ML, MG(0.5t), Hatchet&lt;br /&gt;
* Handaxe - 50t, 4/6/4, 12 HS, 120/169 armour, 2 LRM-5(2t), 2 LL, SRM-6(1t)&lt;br /&gt;
* Centurion CN9-AP - 50t, 4/6/0, 13 HS, 168/169 armour, LRM-5(1t), PPC, SRM-6(1t), 4 ML&lt;br /&gt;
* Scorpion SCP-1C - 55t, 5/8/0(Quad), 14 HS, 152/201 armour, PPC, SRM-6(1t), 3.5t cargo&lt;br /&gt;
&lt;br /&gt;
Heavy Meks: &lt;br /&gt;
* Rifleman RFL-3L - 60t, 4/6/0, 11 HS, 120/201 armour, 2 AC/2(1t), 2 PPC, 2 SL, flip arms&lt;br /&gt;
* Rifleman RFL-3Y - 60t, 3/5/3, 16 HS, 128/201 armour, 2 AC/2(1t), 2 LL, 2 ML, flip arms&lt;br /&gt;
* Ragnarok - 65t, 4/6/0, 10 HS, 200/211 armour, 2 AC/2(1t), LRM-5(1t), 2 ML, SL, 4 MG(1t), Hatchet&lt;br /&gt;
* Samurai OR-S1 - 75t, 5/8/0, 10 HS, 231/231 armour, 3 ML, 2 SRM-2(1t), Hatchet&lt;br /&gt;
* Strike Valkyrie STRK-VLK - 75t, 4/6/0, 11 HS, 184/231 armour, 2 LRM-15(2t), AC/2(1t), 2 SRM-4(1t), 2 ML&lt;br /&gt;
* Yeti YTI-1 - 75t, 3/5/3, 18 HS, 192/231 armour, PPC, LL, AC/20(2t), SL&lt;br /&gt;
&lt;br /&gt;
Assault Meks: &lt;br /&gt;
* Victor VTR-9GLI - 80t, 4/6/4, 12 HS, 184/247 armour, LRM-10(1t), AC/20(3t), 2 ML&lt;br /&gt;
* Sky Guardian SG-2D - 80t, 3/5/0, 216/247 armour, 4 AC/5(5t), 2 ML, SL, flip arms&lt;br /&gt;
* Ant Lion AL-10N - 90t, 3/5/0, 16 HS, 240/295 armour, 2 LRM-15(3t), 1 LRM-10(1t), AC/5(1t), LL, 2 ML, SL&lt;br /&gt;
* Banshee BNC-3X - 95t, 4/6/0, 16 HS, 240/293 armour, PPC, [http://www.sarna.net/wiki/Binary_Laser_Cannon Blazer], SL&lt;br /&gt;
* Berserker BKR-2B - 100t, 4/6/0, 10 HS, 184/307 armour, LL, 2 SRM-6(1t), Hatchet&lt;br /&gt;
* Aegis AS-AG1 - 100t, 2/3/0, 38 HS, 307/307 armour, 2 PPC, 2 LL, SRM-4(1t), 2 MG(1t)&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Default_Options&amp;diff=1769</id>
		<title>Default Options</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Default_Options&amp;diff=1769"/>
		<updated>2017-05-25T00:58:56Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Fixed formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all options set by default when starting a game on MegaMekNET. For full rules, please consult official BattleTech rulebooks. Note that some of these options have no practical gameplay effect at present(e.g., &amp;quot;Allow aerospace units on ground maps&amp;quot; is set to true, but there is no operation which allows aero and ground units to be sued together). &lt;br /&gt;
&lt;br /&gt;
* &amp;quot;Tactical Operations Expanded Heat Scale&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Infantry moves after that players other units&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Year the game takes place in&amp;quot; to 3071.&lt;br /&gt;
* &amp;quot;(Unofficial) Extreme temperature survival&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Simultaneous movement phase&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Allow aerospace units on ground maps&amp;quot; to true.&lt;br /&gt;
* &amp;quot;StratOps AAA Capital Laser Targeting&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Sensors reveal all unit information&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Beagle Active Probes&amp;quot; to true.&lt;br /&gt;
* &amp;quot;StratOps HarJel&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Alternate &amp;quot;Better&amp;quot; MASC/Supercharger&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Gauss Weapons&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) No charge attacks for Hover vehicles&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps firing while prone&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Toughness Bonus&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Allow nuclear weapons&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps BA Critical hits&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps engine explosions&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Space Bombing&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Conditional Autoejection&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Real Blind Drop&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Allow artillery units on-map to pre-designate autohit hexes.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Number of meks per lance&amp;quot; to 4.&lt;br /&gt;
* &amp;quot;Remind on Autosave&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Enemy Commander Destroyed&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps variable damage thresholds&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) MechWarriors cannot spot&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Teams roll initiative&amp;quot; to true.&lt;br /&gt;
* &amp;quot;StratOps Gravitational Effects&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Individual Initiative&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Jumping into heavy woods PSR&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Canon Units Only&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Outnumber enemy&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) move multiple Protomechs for every Mek or Vehicle&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Allow command-line nukes.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Advanced Heat&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Teams share vision&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) number of Infantry/Protomech to move per Mek&amp;quot; to 3.&lt;br /&gt;
* &amp;quot;CF for bridges&amp;quot; to 200.&lt;br /&gt;
* &amp;quot;(Unofficial) Club (Hatchet, Sword, etc...) attacks use punch table.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Minefields&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Sprinting&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Energy Weapons&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Automatically set artillery home edge&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Check for victory&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Manual Shutdown/Startup&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Separate Artillery Skill&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Backward Movement(Expanded)&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Do not damage Mek by Vibrabomb if it has not yet moved&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Dig In (Infantry)&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Ghost Targets Maximum Penalty&amp;quot; to 5.&lt;br /&gt;
* &amp;quot;TacOps Angel ECM&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Advanced Anti-Aircraft&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps ECCM&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Simultaneous targeting phase&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Sensor Rules&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Hidden Units&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Trip Attack&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Infantry don't count for deployment initiative&amp;quot; to true.&lt;br /&gt;
* &amp;quot;first round for ammo dumping&amp;quot; to 3.&lt;br /&gt;
* &amp;quot;(Legacy MaxTech) MaxTech Movement Mods&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Partial Cover&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Single Fighters not Capital&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Advanced Determining Critical Hits&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Indirect LRM fire always possible&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Partial Repairs&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Begin Game Shutdown&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Aero sanity mod for damage&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Zip Lines&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Use Random Basements&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Burst Fire MGs&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Compute BV by Geometric Mean&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Disable local saves when using double blind&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Fatigue&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Jump Jet Attack&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps defensive physical PSR weight modifier&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Evading&amp;quot; to false.&lt;br /&gt;
* &amp;quot;RNG Log&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Protomechs don't count for movement initiative&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Alternate Pilot Skill BV Mod&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Allow return flyovers&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Through-armor criticals will 'float'&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Indirect fire&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) No Movement penalty for night/fog&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Retractable Blades&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Double blind&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps attack physical PSR weight modifier&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Exclusive Double Blind deployment zones&amp;quot; to true.&lt;br /&gt;
* &amp;quot;No physical attacks for the clans&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Inclusive Sensor Ranges&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Alternate &amp;quot;Better&amp;quot; MASC/Supercharger - Enhanced&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Maximum Heat from External Heat Sources&amp;quot; to 15.&lt;br /&gt;
* &amp;quot;Blind Drop&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Hide Battle Value reports&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Front load initiative&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Simultaneous firing phase&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Destroy enemy BV&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Show detail of weapon bays.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Increased IS ER Large Laser Range&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Falling (Expanded)&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Enhanced Missile Defense&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Auto Abandon Unit&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Manei Domini Options&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Leaping&amp;quot; to true.&lt;br /&gt;
* &amp;quot;StratOps Bracketing Fire&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Increase overheating penalty in BV calculations&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Ejected Pilots Flee&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Cluster Hit Penalties&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Diagramming Line of Sight Rules&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Quirks&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Mobile HQs&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Protomechs may not be the target of an Inferno missile attack.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Ammo explosions&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Using Non-Infantry Units as Cover (Infantry) &amp;quot; to false.&lt;br /&gt;
* &amp;quot;Automatically Assign AMS&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Woods Cover&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Skip ineligible during firing&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Vehicles not immobilized by crits&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Sensor Shadows&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Vehicle damage threshold divisor (defaults to 10)&amp;quot; to 10.&lt;br /&gt;
* &amp;quot;(Unofficial) Falling ends movement&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Kinder Rapidfire Autocannons&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Attempting to Stand&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) No reduced damage for VTOL rotor hits&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Skip all phases when forced victory occurs&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Commander Initiative&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps PSR Fumbles&amp;quot; to false.&lt;br /&gt;
* &amp;quot;How many CF a will burn down.&amp;quot; to 25.&lt;br /&gt;
* &amp;quot;% ratio friendly/enemy&amp;quot; to 150.&lt;br /&gt;
* &amp;quot;TacOps Direct Blow&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Fuel Consumption&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Vehicles can be abandoned&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Battle Armor Weights&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Extreme Range Rules&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Limited Mechwarrior Visibility&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Hull Down&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Flamers can deal heat instead of damage&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Grappling skill&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Ultra Autocannons To-Hit roll twice in Ultra Mode.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) No igniting clear hexes&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Skip ineligible during movement&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Hot-Loading&amp;quot; to false.&lt;br /&gt;
* &amp;quot;% of BV to destroy&amp;quot; to 60.&lt;br /&gt;
* &amp;quot;RNG Type&amp;quot; to 1.&lt;br /&gt;
* &amp;quot;(Unofficial) Simultaneous deployment phase&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Mek Lance Movement&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Specify the number of predesignated artillery autohit hexes per map area.&amp;quot; to 5.&lt;br /&gt;
* &amp;quot;Friendly fire&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Vehicle Firing Arcs&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Meks can switch hot-loading mid-game&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Simultaneous physical phase&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Ignore Clan Ammo Limitations&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Metal content for MagScan sensors.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Magscan sensors cannot bypass hills&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Called Shots&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Glancing Blows&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Conventional Fusion Fuel Bonus&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) BA Grab Bars on Standard Mechs&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps taking damage&amp;quot; to true.&lt;br /&gt;
* &amp;quot;StratOps Electronic Warfare&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Standing Still&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Paranoid Autosave&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Skin of Teeth Ejection&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Advanced 'Mech Hit Locations&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Dead Zone Rule&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Vehicle Crews&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps PPC Field Inhibitor Disengage&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Capital Fighters&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) All units have EI cockpit&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps BattleArmor vs BattleArmor Damage&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Increased AC Damage&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Specify the area in terms of number of hexes for artillery autohit predesignation hexes.&amp;quot; to 1088.&lt;br /&gt;
* &amp;quot;TacOps Charge Damage&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Woods have a chance to burn down&amp;quot; to false.&lt;br /&gt;
* &amp;quot;StratOps Over-Penetration Fire&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Careful Stand&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps LOS Range Rules&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Legacy) Assault Drop&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Kill count victory&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Heat Sink Coolant Failure&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Vehicle damage thresholds&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Allow Ammo Dumping in the Lobby&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Reduced to hit-mods when using StratOps AAA&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Allow pushing off the map&amp;quot; to true.&lt;br /&gt;
* &amp;quot;StratOps Advanced Movement&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Variable vehicle damage thresholds&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Edge&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Restrict sensitive commands to non-Observers&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Vehicles may not be the target of an Inferno missile attack.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) move multiple Infantry for every Mek or Vehicle&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Skilled Evading&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Number of vehicles per lance&amp;quot; to 4.&lt;br /&gt;
* &amp;quot;Smoke Drift&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Protomechs don't count for deployment initiative&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Force game end at turn limit&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Legacy) RPG Gunnery Skills&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Vehicle Effectiveness&amp;quot; to true.&lt;br /&gt;
* &amp;quot;No Double Blind Messages&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Burning Woods/Jungle don't generate smoke&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Do not force primary target to be in front arc&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Allow invalid unit designs&amp;quot; to true.&lt;br /&gt;
* &amp;quot;StratOps Advanced Atmospheric Control Rolls&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Starting Fires&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Altered Energy Weapons Damage&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Tech level&amp;quot; to Advanced.&lt;br /&gt;
* &amp;quot;Skip ineligible during physical&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Initiative streak compensation&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Fast Infantry Movement&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Ghost Targets&amp;quot; to true.&lt;br /&gt;
* &amp;quot;TacOps Self-Destruct&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Battlefield Wreckage&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Grounded dropships use individual weapons.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;REALLY allow command-line nukes.&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Deep deployment zones&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Protomechs move after that players other units&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Ammunition&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Pilot Special Abilities&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Armed MechWarriors&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) No through-armor criticals&amp;quot; to false.&lt;br /&gt;
* &amp;quot;Number of kills to achieve victory.&amp;quot; to 0.&lt;br /&gt;
* &amp;quot;min conditions to win&amp;quot; to 2.&lt;br /&gt;
* &amp;quot;TacOps Leg Damage Rule&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) Infantry don't count for movement initiative&amp;quot; to true.&lt;br /&gt;
* &amp;quot;Number of turns for turn limit.&amp;quot; to 0.&lt;br /&gt;
* &amp;quot;(Unofficial) Allow large (up to 10) fighter squadrons&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Rapidfire Autocannons&amp;quot; to true.&lt;br /&gt;
* &amp;quot;(Unofficial) Unjam Ultra Autocannons&amp;quot; to false.&lt;br /&gt;
* &amp;quot;TacOps Vehicle Lance Movement&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Unofficial) CASE/CASEII reduces pilot damage on ammo explosion&amp;quot; to false.&lt;br /&gt;
* &amp;quot;(Legacy) Paratroopers&amp;quot; to false.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Default_Options&amp;diff=1768</id>
		<title>Default Options</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Default_Options&amp;diff=1768"/>
		<updated>2017-05-25T00:58:09Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Might as well put it somewhere accessible. If someone wants to annotate it up, they can.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of all options set by default when starting a game on MegaMekNET. For full rules, please consult official BattleTech rulebooks. Note that some of these options have no practical gameplay effect at present(e.g., &amp;quot;Allow aerospace units on ground maps&amp;quot; is set to true, but there is no operation which allows aero and ground units to be sued together). &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tactical Operations Expanded Heat Scale&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Infantry moves after that players other units&amp;quot; to false.&lt;br /&gt;
&amp;quot;Year the game takes place in&amp;quot; to 3071.&lt;br /&gt;
&amp;quot;(Unofficial) Extreme temperature survival&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Simultaneous movement phase&amp;quot; to false.&lt;br /&gt;
&amp;quot;Allow aerospace units on ground maps&amp;quot; to true.&lt;br /&gt;
&amp;quot;StratOps AAA Capital Laser Targeting&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Sensors reveal all unit information&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Beagle Active Probes&amp;quot; to true.&lt;br /&gt;
&amp;quot;StratOps HarJel&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Alternate &amp;quot;Better&amp;quot; MASC/Supercharger&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Gauss Weapons&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) No charge attacks for Hover vehicles&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps firing while prone&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Toughness Bonus&amp;quot; to false.&lt;br /&gt;
&amp;quot;Allow nuclear weapons&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps BA Critical hits&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps engine explosions&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Space Bombing&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Conditional Autoejection&amp;quot; to false.&lt;br /&gt;
&amp;quot;Real Blind Drop&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Allow artillery units on-map to pre-designate autohit hexes.&amp;quot; to false.&lt;br /&gt;
&amp;quot;Number of meks per lance&amp;quot; to 4.&lt;br /&gt;
&amp;quot;Remind on Autosave&amp;quot; to false.&lt;br /&gt;
&amp;quot;Enemy Commander Destroyed&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps variable damage thresholds&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) MechWarriors cannot spot&amp;quot; to true.&lt;br /&gt;
&amp;quot;Teams roll initiative&amp;quot; to true.&lt;br /&gt;
&amp;quot;StratOps Gravitational Effects&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Individual Initiative&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Jumping into heavy woods PSR&amp;quot; to false.&lt;br /&gt;
&amp;quot;Canon Units Only&amp;quot; to false.&lt;br /&gt;
&amp;quot;Outnumber enemy&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) move multiple Protomechs for every Mek or Vehicle&amp;quot; to false.&lt;br /&gt;
&amp;quot;Allow command-line nukes.&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Advanced Heat&amp;quot; to true.&lt;br /&gt;
&amp;quot;Teams share vision&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) number of Infantry/Protomech to move per Mek&amp;quot; to 3.&lt;br /&gt;
&amp;quot;CF for bridges&amp;quot; to 200.&lt;br /&gt;
&amp;quot;(Unofficial) Club (Hatchet, Sword, etc...) attacks use punch table.&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Minefields&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Sprinting&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Energy Weapons&amp;quot; to false.&lt;br /&gt;
&amp;quot;Automatically set artillery home edge&amp;quot; to true.&lt;br /&gt;
&amp;quot;Check for victory&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Manual Shutdown/Startup&amp;quot; to false.&lt;br /&gt;
&amp;quot;Separate Artillery Skill&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Backward Movement(Expanded)&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Do not damage Mek by Vibrabomb if it has not yet moved&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Dig In (Infantry)&amp;quot; to false.&lt;br /&gt;
&amp;quot;Ghost Targets Maximum Penalty&amp;quot; to 5.&lt;br /&gt;
&amp;quot;TacOps Angel ECM&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Advanced Anti-Aircraft&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps ECCM&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Simultaneous targeting phase&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Sensor Rules&amp;quot; to true.&lt;br /&gt;
&amp;quot;Hidden Units&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Trip Attack&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Infantry don't count for deployment initiative&amp;quot; to true.&lt;br /&gt;
&amp;quot;first round for ammo dumping&amp;quot; to 3.&lt;br /&gt;
&amp;quot;(Legacy MaxTech) MaxTech Movement Mods&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Partial Cover&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Single Fighters not Capital&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Advanced Determining Critical Hits&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Indirect LRM fire always possible&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Partial Repairs&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Begin Game Shutdown&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Aero sanity mod for damage&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Zip Lines&amp;quot; to false.&lt;br /&gt;
&amp;quot;Use Random Basements&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Burst Fire MGs&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Compute BV by Geometric Mean&amp;quot; to false.&lt;br /&gt;
&amp;quot;Disable local saves when using double blind&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Fatigue&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Jump Jet Attack&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps defensive physical PSR weight modifier&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Evading&amp;quot; to false.&lt;br /&gt;
&amp;quot;RNG Log&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Protomechs don't count for movement initiative&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Alternate Pilot Skill BV Mod&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Allow return flyovers&amp;quot; to false.&lt;br /&gt;
&amp;quot;Through-armor criticals will 'float'&amp;quot; to true.&lt;br /&gt;
&amp;quot;Indirect fire&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) No Movement penalty for night/fog&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Retractable Blades&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Double blind&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps attack physical PSR weight modifier&amp;quot; to false.&lt;br /&gt;
&amp;quot;Exclusive Double Blind deployment zones&amp;quot; to true.&lt;br /&gt;
&amp;quot;No physical attacks for the clans&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Inclusive Sensor Ranges&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Alternate &amp;quot;Better&amp;quot; MASC/Supercharger - Enhanced&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Maximum Heat from External Heat Sources&amp;quot; to 15.&lt;br /&gt;
&amp;quot;Blind Drop&amp;quot; to true.&lt;br /&gt;
&amp;quot;Hide Battle Value reports&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Front load initiative&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Simultaneous firing phase&amp;quot; to false.&lt;br /&gt;
&amp;quot;Destroy enemy BV&amp;quot; to true.&lt;br /&gt;
&amp;quot;Show detail of weapon bays.&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Increased IS ER Large Laser Range&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Falling (Expanded)&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Enhanced Missile Defense&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Auto Abandon Unit&amp;quot; to false.&lt;br /&gt;
&amp;quot;Manei Domini Options&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Leaping&amp;quot; to true.&lt;br /&gt;
&amp;quot;StratOps Bracketing Fire&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Increase overheating penalty in BV calculations&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Ejected Pilots Flee&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Cluster Hit Penalties&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Diagramming Line of Sight Rules&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Quirks&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Mobile HQs&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Protomechs may not be the target of an Inferno missile attack.&amp;quot; to false.&lt;br /&gt;
&amp;quot;Ammo explosions&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Using Non-Infantry Units as Cover (Infantry) &amp;quot; to false.&lt;br /&gt;
&amp;quot;Automatically Assign AMS&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Woods Cover&amp;quot; to false.&lt;br /&gt;
&amp;quot;Skip ineligible during firing&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Vehicles not immobilized by crits&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Sensor Shadows&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Vehicle damage threshold divisor (defaults to 10)&amp;quot; to 10.&lt;br /&gt;
&amp;quot;(Unofficial) Falling ends movement&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Kinder Rapidfire Autocannons&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Attempting to Stand&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) No reduced damage for VTOL rotor hits&amp;quot; to false.&lt;br /&gt;
&amp;quot;Skip all phases when forced victory occurs&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Commander Initiative&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps PSR Fumbles&amp;quot; to false.&lt;br /&gt;
&amp;quot;How many CF a will burn down.&amp;quot; to 25.&lt;br /&gt;
&amp;quot;% ratio friendly/enemy&amp;quot; to 150.&lt;br /&gt;
&amp;quot;TacOps Direct Blow&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Fuel Consumption&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Vehicles can be abandoned&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Battle Armor Weights&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Extreme Range Rules&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Limited Mechwarrior Visibility&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Hull Down&amp;quot; to false.&lt;br /&gt;
&amp;quot;Flamers can deal heat instead of damage&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Grappling skill&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Ultra Autocannons To-Hit roll twice in Ultra Mode.&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) No igniting clear hexes&amp;quot; to false.&lt;br /&gt;
&amp;quot;Skip ineligible during movement&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Hot-Loading&amp;quot; to false.&lt;br /&gt;
&amp;quot;% of BV to destroy&amp;quot; to 60.&lt;br /&gt;
&amp;quot;RNG Type&amp;quot; to 1.&lt;br /&gt;
&amp;quot;(Unofficial) Simultaneous deployment phase&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Mek Lance Movement&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Specify the number of predesignated artillery autohit hexes per map area.&amp;quot; to 5.&lt;br /&gt;
&amp;quot;Friendly fire&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Vehicle Firing Arcs&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Meks can switch hot-loading mid-game&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Simultaneous physical phase&amp;quot; to false.&lt;br /&gt;
&amp;quot;Ignore Clan Ammo Limitations&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Metal content for MagScan sensors.&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Magscan sensors cannot bypass hills&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Called Shots&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Glancing Blows&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Conventional Fusion Fuel Bonus&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) BA Grab Bars on Standard Mechs&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps taking damage&amp;quot; to true.&lt;br /&gt;
&amp;quot;StratOps Electronic Warfare&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Standing Still&amp;quot; to true.&lt;br /&gt;
&amp;quot;Paranoid Autosave&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Skin of Teeth Ejection&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Advanced 'Mech Hit Locations&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Dead Zone Rule&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Vehicle Crews&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps PPC Field Inhibitor Disengage&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Capital Fighters&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) All units have EI cockpit&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps BattleArmor vs BattleArmor Damage&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Increased AC Damage&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Specify the area in terms of number of hexes for artillery autohit predesignation hexes.&amp;quot; to 1088.&lt;br /&gt;
&amp;quot;TacOps Charge Damage&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Woods have a chance to burn down&amp;quot; to false.&lt;br /&gt;
&amp;quot;StratOps Over-Penetration Fire&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Careful Stand&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps LOS Range Rules&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Legacy) Assault Drop&amp;quot; to false.&lt;br /&gt;
&amp;quot;Kill count victory&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Heat Sink Coolant Failure&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Vehicle damage thresholds&amp;quot; to false.&lt;br /&gt;
&amp;quot;Allow Ammo Dumping in the Lobby&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Reduced to hit-mods when using StratOps AAA&amp;quot; to false.&lt;br /&gt;
&amp;quot;Allow pushing off the map&amp;quot; to true.&lt;br /&gt;
&amp;quot;StratOps Advanced Movement&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Variable vehicle damage thresholds&amp;quot; to false.&lt;br /&gt;
&amp;quot;Edge&amp;quot; to false.&lt;br /&gt;
&amp;quot;Restrict sensitive commands to non-Observers&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Vehicles may not be the target of an Inferno missile attack.&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) move multiple Infantry for every Mek or Vehicle&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Skilled Evading&amp;quot; to false.&lt;br /&gt;
&amp;quot;Number of vehicles per lance&amp;quot; to 4.&lt;br /&gt;
&amp;quot;Smoke Drift&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Protomechs don't count for deployment initiative&amp;quot; to false.&lt;br /&gt;
&amp;quot;Force game end at turn limit&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Legacy) RPG Gunnery Skills&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Vehicle Effectiveness&amp;quot; to true.&lt;br /&gt;
&amp;quot;No Double Blind Messages&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Burning Woods/Jungle don't generate smoke&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Do not force primary target to be in front arc&amp;quot; to false.&lt;br /&gt;
&amp;quot;Allow invalid unit designs&amp;quot; to true.&lt;br /&gt;
&amp;quot;StratOps Advanced Atmospheric Control Rolls&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Starting Fires&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Altered Energy Weapons Damage&amp;quot; to false.&lt;br /&gt;
&amp;quot;Tech level&amp;quot; to Advanced.&lt;br /&gt;
&amp;quot;Skip ineligible during physical&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Initiative streak compensation&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Fast Infantry Movement&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Ghost Targets&amp;quot; to true.&lt;br /&gt;
&amp;quot;TacOps Self-Destruct&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Battlefield Wreckage&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Grounded dropships use individual weapons.&amp;quot; to false.&lt;br /&gt;
&amp;quot;REALLY allow command-line nukes.&amp;quot; to false.&lt;br /&gt;
&amp;quot;Deep deployment zones&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Protomechs move after that players other units&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Ammunition&amp;quot; to false.&lt;br /&gt;
&amp;quot;Pilot Special Abilities&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Armed MechWarriors&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) No through-armor criticals&amp;quot; to false.&lt;br /&gt;
&amp;quot;Number of kills to achieve victory.&amp;quot; to 0.&lt;br /&gt;
&amp;quot;min conditions to win&amp;quot; to 2.&lt;br /&gt;
&amp;quot;TacOps Leg Damage Rule&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) Infantry don't count for movement initiative&amp;quot; to true.&lt;br /&gt;
&amp;quot;Number of turns for turn limit.&amp;quot; to 0.&lt;br /&gt;
&amp;quot;(Unofficial) Allow large (up to 10) fighter squadrons&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Rapidfire Autocannons&amp;quot; to true.&lt;br /&gt;
&amp;quot;(Unofficial) Unjam Ultra Autocannons&amp;quot; to false.&lt;br /&gt;
&amp;quot;TacOps Vehicle Lance Movement&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Unofficial) CASE/CASEII reduces pilot damage on ammo explosion&amp;quot; to false.&lt;br /&gt;
&amp;quot;(Legacy) Paratroopers&amp;quot; to false.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Battling&amp;diff=1767</id>
		<title>Battling</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Battling&amp;diff=1767"/>
		<updated>2017-05-25T00:54:42Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Isometric_view.png|right|500px|]]&lt;br /&gt;
To start a battle against an opponent in MekWars, there are two ways to start a battle with an opponent. A player can either go [[active]], which puts the player's army(s) on patrol in active defense against other active players, or a player can request a battle in chat and attack from reserve.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Active Duty ==&lt;br /&gt;
&lt;br /&gt;
Active duty, which is the main way to initiate battles within MegaMek, involves pressing the &amp;quot;Activate&amp;quot; button on the bottom right with one or more legal armies. After a small delay for the armies to travel to the front lines, a list of available attack targets will be listed for each army. These targets are other attackers and their army(s) also on active duty. In order for two armies to be available to attack one another, the armies in question need to be within 150 BV.&lt;br /&gt;
&lt;br /&gt;
Once an army is available to attack, both parties are able to initiate an attack by picking a legal [[Operations|operation]] and target planet. When an attacker intiates the operation, the defender has an opportunity to decline. Declining results in severe penalties, including losing all influence, a significant amount of C-Bills and more. At that point both players will move to a MegaMek server to fight.&lt;br /&gt;
&lt;br /&gt;
While active, a player will earn influence for being on the front lines, ready for battle to defend his/her faction's worlds. A few times per tick, the player will earn influence for every army currently active. Armies that are the same, or very close in BV will not receive as much influence per army. The player will also earn components every tick for his/her faction, contributing to important [[Production]] output. &lt;br /&gt;
&lt;br /&gt;
When a battle is accepted, a player technically remains active but no longer receives influence. However, the player does still contribute to production by earning components.&lt;br /&gt;
&lt;br /&gt;
==Attacking from Reserve ==&lt;br /&gt;
&lt;br /&gt;
Attacking from reserve can only be used for tutorial battles with a player in the [[Solaris Training Company]].&lt;br /&gt;
&lt;br /&gt;
== Default Game Options ==&lt;br /&gt;
&lt;br /&gt;
For a list of the optional rules used by default in all MegaMekNET games, see [[Default Options]].&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1764</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1764"/>
		<updated>2017-05-23T16:24:37Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Factories and Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is used to add new units to the game, which allows players to replace lost units and expand their hangars. &lt;br /&gt;
&lt;br /&gt;
== Factories and Components ==&lt;br /&gt;
&lt;br /&gt;
Each faction owns a number of factories. These factories are divided up based on the types of [[units]] they can produce. For example, you can have an Assault Mek factory or a Light Aero factory. Factories require components to produce units, and factions produce components based on the planets they own and the activity of their players. Every 15 minutes there is a [[tick]], and at the tick, the faction produces new components. These components are a communal resource owned at the faction level, and they may be used by any player in the faction. &lt;br /&gt;
&lt;br /&gt;
A player may use a factory to produce a unit at any time. Doing so costs the player [[resources|C-bills and influence]], and it costs the faction components. It also deactivates that factory for a period of time. Buying a unit will produce a random new unit from the faction's [[build table]] directly into that player's hangar, and it will de-activate the factory for a period of time. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! C-Bills&lt;br /&gt;
! Influence&lt;br /&gt;
! Components&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|1,200&lt;br /&gt;
|50&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2,500&lt;br /&gt;
|80&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4,000&lt;br /&gt;
|100&lt;br /&gt;
|50,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6,000&lt;br /&gt;
|130&lt;br /&gt;
|90,000&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|500&lt;br /&gt;
|30&lt;br /&gt;
|15,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|650&lt;br /&gt;
|50&lt;br /&gt;
|22,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|800&lt;br /&gt;
|70&lt;br /&gt;
|35,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|1,000&lt;br /&gt;
|90&lt;br /&gt;
|48,000&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|400&lt;br /&gt;
|20&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|600&lt;br /&gt;
|40&lt;br /&gt;
|15,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|1,200&lt;br /&gt;
|70&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|1,500&lt;br /&gt;
|100&lt;br /&gt;
|40,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault (Dropship)&lt;br /&gt;
|12,000&lt;br /&gt;
|200&lt;br /&gt;
|180,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Auto-Production ==&lt;br /&gt;
&lt;br /&gt;
If players do not buy a particular type of unit, components will pile up until they reach a cap. Once there are enough components to produce 30 new units(for all light units), or 20 new units(for all other weight classes), components will be used up in one of two ways. &lt;br /&gt;
&lt;br /&gt;
* Component destruction. The components will be simply lost, to no benefit. In the tick notification, you will get a message such as &amp;quot;An industrial accident destroys a substantial cache of Assault Mek components.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Auto-Production. The factory will produce a unit automatically, and donate it directly to the faction hangar, where players can purchase it. In the tick notification, you will get a message such as &amp;quot;Technicians assembled a Packrat LRPV PKR-T5 (ICE) at Brooks Incorporated on Kendall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Units that are added to the faction hangar are visible to all members of the faction, and may be purchased for half the usual price. Much like purchasing from a factory, however, individual units cannot be chosen - when buying &amp;quot;used&amp;quot; units, you get a random unit from the faction hangar of the appropriate type and weight class. &lt;br /&gt;
&lt;br /&gt;
Auto-production is more common for lighter units, and destruction of components is more common for heavier units. Generally, each faction will have a strategy for which units they try to auto-produce versus which ones they expect players to buy directly from factories. Since buying from the faction hangar is much cheaper than buying directly from the factory, auto-production is a good way to save a lot of C-bills and influence for faction members, but it produces fewer units overall due to the chance of component destruction. Read your faction's [https://en.wikipedia.org/wiki/Motd_(Unix) MOTD] to see what you should do with each weight class. &lt;br /&gt;
&lt;br /&gt;
== Production Levels ==&lt;br /&gt;
&lt;br /&gt;
Component production is entirely based on player activity. If your faction has no players who are either [[active]] or [[battling]], then you will produce no components. Battling players count towards production at a flat rate for as long as the battle lasts, while active players count differently depending on how many active armies they have. Much like farming [[resources|influence]] by going active, having multiple armies at different BV levels will increase how much you count towards production while you're active. As a rule of thumb, being active with 3-4 armies is roughly equal to being in a battle. Component production is important, since it dictates how many units your faction will produce over time, and faction production is the most effective way of producing overall. Even if you can't find a fight, you should make a habit of going active whenever you can get away with it.&lt;br /&gt;
&lt;br /&gt;
Each type of component will be produced in equal numbers. Instead of listing the numbers directly, the tick notification will instead convert them into unit equivalents - for example, on a tick where your faction produces 10,000 components of each type, the notification will be:&lt;br /&gt;
&lt;br /&gt;
Your factories produced enough components to make: &lt;br /&gt;
* 0.50 Light meks &lt;br /&gt;
* 0.33 Medium meks &lt;br /&gt;
* 0.20 Heavy meks &lt;br /&gt;
* 0.11 Assault meks &lt;br /&gt;
and so on.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1763</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1763"/>
		<updated>2017-05-23T16:22:56Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Influence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within MekWars, there are a number of resources that you as a commander will have access to in order to upgrade units, perform repairs, buy new units, hire mercenaries and more. You'll use Cbills to buy new units, influence to attack as well as acquire new Mechs, experience to level your most adept MechWarriors, and a few other important resources that may also accomplish some of the same things.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== C-Bills ==&lt;br /&gt;
The most basic of the resources at your disposal, Comstar Bills, or C-Bills for short, is the standard international currency of the Inner Sphere.&lt;br /&gt;
&lt;br /&gt;
C-Bills can only be earned through battles and the amount earned is dependent upon the operation, size of the battle (BV), and the rating difference between the two combatants. Larger battles, and a defeating an opponent with a higher BV will result in greater C-Bill earnings.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Buying techs to repair units&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Hiring mercenary players&lt;br /&gt;
**Scrapping or donating units&lt;br /&gt;
**Buying / Renting more hangar bays&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
***Dependent upon operation type, BV and rating difference of combatants&lt;br /&gt;
&lt;br /&gt;
== Influence ==&lt;br /&gt;
&lt;br /&gt;
Influence, or &amp;quot;flu&amp;quot; works within MekWars as an activity limiter of sorts, ensuring one person cannot simply waste all of a faction's resources, buy too many units or attack too many times in too small of a time frame.&lt;br /&gt;
&lt;br /&gt;
It is used for just about everything from buying units (from various sources) to launching attacks. Flu can be earned by finishing battles but also by going active as a means to defend your faction's planets. Every ~5 minutes for being active and not in a battle you'll receive some flu for each army you're active with. The amount earned is dependent upon the server, but for MegaMekNET, it's an average of +4 flu for each army, though it is somewhat random. For each army within 150 BV of another, there's a stacking penalty so each additional one will earn less than the +4. Players cannot stockpile more than 200 flu. &lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the [[black market]] (20 flu per bid)&lt;br /&gt;
**Buying new units via factories (20-200 flu, see [[production]] for details)&lt;br /&gt;
**Buying used units via your faction (10-100 flu, see [[production]] for details)&lt;br /&gt;
**Launching attacks (30-90 flu, see [[operations]] for details)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles as a defender&lt;br /&gt;
**Finishing [[Solaris Training Company|tutorial battles]], whether as attacker or defender&lt;br /&gt;
**Being [[active]]&lt;br /&gt;
&lt;br /&gt;
== Reward Points ==&lt;br /&gt;
&lt;br /&gt;
Reward points or RP are an additional faction payout for conducting operations. The amount paid per operation varies based on the operation in question, however this is a flat amount for each operation.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Buying new units (not restricted only to faction's available units)&lt;br /&gt;
&lt;br /&gt;
RP costs are listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! RP Cost (Own Faction or Common)&lt;br /&gt;
! RP Cost (Other Faction)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|36&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|Repair&lt;br /&gt;
|Any&lt;br /&gt;
|5&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
There are two types of experience as a resource. There is player experience and unit/pilot experience.&lt;br /&gt;
&lt;br /&gt;
==== Player Experience ====&lt;br /&gt;
&lt;br /&gt;
Player experience is an indicator of a player's involvement and participation. More experience will mean that a given player has participated and therefor more senior to other members. Player experience is only earned through battles and is never spent. This measure determines what ops a player has access to. Less experienced players will not be able to launch larger and more pivotal attacks until gaining enough experience.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Allowing a player to graduate from their training and leave Solaris (100 XP required)&lt;br /&gt;
**Determining which [[operations]] a player can carry out (750 XP required for Assault, 1500 XP required for Capital Assault)&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
==== Pilot Experience ====&lt;br /&gt;
&lt;br /&gt;
Pilot experience is earned through participation in battle and each unit will earn experience differently based on performance. With that experience, skills can be purchased which improve the pilot/unit. This is offset as this will increase the unit's BV. For a list of skills for pilots, please see [[Pilot Skills]].&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing skills for pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles with unit&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
Components are used, alongside C-Bills and flu, to build new Meks through factories in the faction tab. Unlike other resources listed here, this is a faction resource and applies to the entire faction rather than an individual player. Components are earned by being active. Each tick, the number of players active influences the amount of components earned. There is a component quantity for each unit type, so at any given time, a faction will have X amount of components for light meks, x amount for medium meks, etc. This includes tanks, infantry and aero as well. The [[Production]] page details the production mechanics further.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing new units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Being active&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Units&amp;diff=1762</id>
		<title>Units</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Units&amp;diff=1762"/>
		<updated>2017-05-22T20:41:48Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Disposal of Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Ground Units ==&lt;br /&gt;
* Mek - Short for [http://en.wikipedia.org/wiki/BattleMech Battlemech]. &amp;quot;Mech&amp;quot; is also used, but due to copyright concerns, it should not be used in any official context. &lt;br /&gt;
** Biped Meks are the most common type of Mek, due to their unparalleled flexibility.&lt;br /&gt;
** Quad Meks are less common, but still seen from time to time. They have somewhat less flexibility about firing arcs and have less internal space, but they are much more stable and have more movement options. &lt;br /&gt;
* [http://en.wikipedia.org/wiki/Infantry Infantry] &lt;br /&gt;
* Vehicle:&lt;br /&gt;
** Hover - [http://en.wikipedia.org/wiki/Hovercraft#Military Military hovercraft], hovers are known for their high speed, coupled with their vulnerability to weapons fire (they are no easier to hit, but hits tend to hurt them more easily, particularly with regards to mobility). They can enter clear terrain and water (on top of it, not in it), but are prohibited from entering any type of woods or rough hexes. Hovers can weigh from 5 to 50 tons.&lt;br /&gt;
** Tracked - [https://en.wikipedia.org/wiki/Tank Traditional tanks], these tend to be slower than the other vehicles; they are the hardiest against mobility damage, and generally carry the heaviest armour. Tanks can weigh from 20 to 100 tons, and can enter clear and light woods hexes.&lt;br /&gt;
** Wheeled - [http://en.wikipedia.org/wiki/Armored_car_(military) Armoured cars], these are a compromise between the hover and the tank, as they are faster than the tank, and not as vulnerable to mobility damage as the hover. They are capable of entering clear terrain only. Wheeled vehicles can weigh from 20 to 80 tons.&lt;br /&gt;
** [http://en.wikipedia.org/wiki/VTOL VTOL] - Flying units, can land on clear terrain, prohibited from any other type of terrain. Entering prohibited terrain at the level of said terrain results in the destruction of the VTOL. VTOLs can weigh from 5 to 30 tons.&lt;br /&gt;
&lt;br /&gt;
== Aerospace Units ==&lt;br /&gt;
* Conventional Fighter - Atmospheric- only craft, not capable of space flight.&lt;br /&gt;
* Aerospace Fighter - Small craft capable of operating both in space and in an atmosphere.&lt;br /&gt;
* Dropship - Larger craft, generally designed for the purpose of moving either units or goods of some sort from a planet to a jump-capable starship.&lt;br /&gt;
* Jumpship - A craft designed for the sole purpose of jumping between star systems, and bringing dropships with it when it does so. Modeled in MekWars in a very abstract fashion, reflected in the range at which the various [[Operations]] can be launched.&lt;br /&gt;
* Warship - An armed and armored Jumpship; most could carry at least some dropships, but a few could not carry any, being designed for the sole purpose of space combat.&lt;br /&gt;
&lt;br /&gt;
Specifics on units can be found in the [http://bg.battletech.com/?page_id=485 Catalyst Games Technical Readouts]. Technical Readout 3039 contains the information on most units used on this campaign servers. Some units may be found in and other Technical Readouts. The Technical Readouts 3025, 3025 and 2750 formed the basis for the 3039 book. These are out of print and have had their content replaced by 3039 and other resources.&lt;br /&gt;
&lt;br /&gt;
== Disposal of Units ==&lt;br /&gt;
Units that a player does not wish to keep may be disposed of in various ways. &lt;br /&gt;
* Battle. Fighting to the death with a group of units that you wish to be rid of is a good way to get rid of some of them. If nothing else, you'll learn how to sue them better. &lt;br /&gt;
* Donating to teammates. Units can be moved freely between players in the same faction for no cost. However, the receiving player should agree to the donation - dumping unwanted units on unsuspecting teammates is prohibited. &lt;br /&gt;
* Donating to the faction hangar. This has some cost, but it allows your teammates to purchase the unit if they wish it. &lt;br /&gt;
* Scrapping the unit outright. This has a substantial cost, but it may be the only way to rid yourself and your faction of very bad units without needing to use them in battle. A salvaged unit may be scrapped for no cost within 10 minutes of the end of the battle it was salvaged in.&lt;br /&gt;
&lt;br /&gt;
Selling units on the [[Black Market]] exists as an option in the software, but it is currently blocked for all players(you can attempt it, but you'll get an error). If enabled, this would allow you to unload units and earn C-Bills for selling them. However, only desirable units would generally sell, so it's not a good option for getting rid of bad units.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MekWars_Developers&amp;diff=1761</id>
		<title>MekWars Developers</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MekWars_Developers&amp;diff=1761"/>
		<updated>2017-05-22T08:28:48Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Setting up IntelliJ IDEA]]&lt;br /&gt;
&lt;br /&gt;
[[MW Server Tutorial]]&lt;br /&gt;
&lt;br /&gt;
[[Code entry-points]]&lt;br /&gt;
&lt;br /&gt;
[[MWClient execution logic]]&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Setting_up_IntelliJ_IDEA&amp;diff=1760</id>
		<title>Setting up IntelliJ IDEA</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Setting_up_IntelliJ_IDEA&amp;diff=1760"/>
		<updated>2017-05-18T22:30:18Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Note - I use IntelliJ Ultimate with the Darcula theme, your IDE may look slightly different'''&lt;br /&gt;
&lt;br /&gt;
If you do not have a subversion client installed you should install tortoisesvn and tick the option to install the command line tools during installation&lt;br /&gt;
&lt;br /&gt;
''(Newbie Notes: I'm new to this sort of work, and in following this guide, I found a couple pieces of software I needed over and above what was specified. Namely, the command line tools for tortoisesvn(I used [http://www.visualsvn.com/files/Apache-Subversion-1.8.10.zip this]), as well as [http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html the Java SDK itself]. I also found that the Java SDK didn't work when I installed it to my E: drive, and I needed to put it on C: instead. I have absolutely no idea if those command line tools are optimal or why the drive letter mattered, but it may be helpful for any others who are going into this blind)''&lt;br /&gt;
&lt;br /&gt;
1. Open IntelliJ IDEA and hit file -&amp;gt; New -&amp;gt; Project from version control -&amp;gt; Subversion &lt;br /&gt;
&lt;br /&gt;
2. Click the green + and enter the url for Mekwars ( svn://svn.code.sf.net/p/mekwars/code/trunk ). Highlight the added repository and click on Checkout &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijsvn.JPG]]&lt;br /&gt;
&lt;br /&gt;
3. Create a directory to store the code by clicking on the folder icon then highlight the folder and click ok (mekwarssvn in this example)&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijdirectory.jpg]]&lt;br /&gt;
&lt;br /&gt;
4. Highlight the &amp;lt;pathtoproject&amp;gt;\p\mekwars\code\trunk and click ok &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijsvnbranch.jpg]]&lt;br /&gt;
&lt;br /&gt;
5. Select the 1.8 format if prompted, you should see &amp;quot;Checking out files to blahblahblah&amp;quot; and a progress bar at the bottom of your IDE. Once finished you will be prompted to open the project.&lt;br /&gt;
&lt;br /&gt;
6. You should have a directory layout that looks like this &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijdirectorylayout.jpg]]&lt;br /&gt;
&lt;br /&gt;
7.Highlight &amp;quot;trunk&amp;quot; and either press F4 or right-click and select &amp;quot;open module settings&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8.Select &amp;quot;Project&amp;quot;. Set the SDK to your installed Java version. Set the Project language level to 7&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijprojectsdk.jpg]]&lt;br /&gt;
&lt;br /&gt;
9.Select &amp;quot;Modules&amp;quot; and set the folders as shown in the screenshot below ( highlight src and click on &amp;quot;Sources&amp;quot; on top and do the same for resources and the client and dist libs ). Click OK when done&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijmodulesettings.jpg]]&lt;br /&gt;
&lt;br /&gt;
Then switch to Dependencies and click the green +&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;jar or directory&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Add MegaMek.jar from one of the dist folders so that megamek classes are recognised by the ide as below. &lt;br /&gt;
&lt;br /&gt;
If you still see some unknown classes in the IDE then add the dist/client/lib and dist/server/lib in the same way&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijmegamekjar.jpg]]&lt;br /&gt;
&lt;br /&gt;
10.Click on the &amp;quot;Ant Build&amp;quot; option on the right. If the option doesn't exist, go to the View menu and check off the &amp;quot;Tool Buttons&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijantlocation.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
11.Click the green +&lt;br /&gt;
&lt;br /&gt;
12.Select build.xml, you should see the following&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijantwindow.jpg]]&lt;br /&gt;
&lt;br /&gt;
13.Highlight &amp;quot;compile&amp;quot; and click the play button. Click messages at the bottom to see the ant build in progress&lt;br /&gt;
&lt;br /&gt;
14.If this fails check the previous steps, if successful then highlight and run dist-client and dist-server &lt;br /&gt;
&lt;br /&gt;
15.Assuming everything ran successfully you should have a &amp;quot;dist&amp;quot; folder in trunk now containing both client and server&lt;br /&gt;
&lt;br /&gt;
16.Expand dist/server and right-click on MekWarsServer.jar. Select &amp;quot;Run MekwarsServer.jar&amp;quot;. It will fail immediately but you will notice it appear in the top right of the screen &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijrunconfigurationlocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
17.Click the drop-down and select &amp;quot;Edit Configurations&amp;quot;&lt;br /&gt;
&lt;br /&gt;
18.Copy these settings (altering for your path ). The working directory is the important bit that was missing&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijserverworkingdirectory.jpg]]&lt;br /&gt;
&lt;br /&gt;
19.Click ok and click the play button next to the drop-down. You should see the server called in the run window at the bottom of the IDE&lt;br /&gt;
&lt;br /&gt;
20.Repeat steps 16 - 19 but for dist/client/MekWarsClient.jar and instead of hitting play at step 19 hit the bug next to the play button&lt;br /&gt;
&lt;br /&gt;
21.Connect to 127.0.0.1 as a username with no password. If you set a breakpoint in the src folder by clicking on a line number then the IDE will pause and allow you to debug. &lt;br /&gt;
&lt;br /&gt;
Note you can also debug the server in the same way&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Setting_up_IntelliJ_IDEA&amp;diff=1759</id>
		<title>Setting up IntelliJ IDEA</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Setting_up_IntelliJ_IDEA&amp;diff=1759"/>
		<updated>2017-05-18T22:29:19Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Notes from a hapless newbie.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Note - I use IntelliJ Ultimate with the Darcula theme, your IDE may look slightly different'''&lt;br /&gt;
&lt;br /&gt;
If you do not have a subversion client installed you should install tortoisesvn and tick the option to install the command line tools during installation&lt;br /&gt;
&lt;br /&gt;
''(Newbie Notes: I'm new to this sort of work, and in following this guide, I found a couple pieces of software I needed over and above what was specified. Namely, the command line tools for tortoisesvn(I used [http://www.visualsvn.com/files/Apache-Subversion-1.8.10.zip this]), as well as [http://www.oracle.com/technetwork/java/javase/downloads/jdk8-downloads-2133151.html the Java SDK itself]. I also found that the Java SDK didn't work when I installed it to my E: drive, and I needed to put it on C: instead. I have absolutely no idea if any of these are optimal tools or why the drive letter mattered, but it may be helpful for any others who are going into this blind)''&lt;br /&gt;
&lt;br /&gt;
1. Open IntelliJ IDEA and hit file -&amp;gt; New -&amp;gt; Project from version control -&amp;gt; Subversion &lt;br /&gt;
&lt;br /&gt;
2. Click the green + and enter the url for Mekwars ( svn://svn.code.sf.net/p/mekwars/code/trunk ). Highlight the added repository and click on Checkout &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijsvn.JPG]]&lt;br /&gt;
&lt;br /&gt;
3. Create a directory to store the code by clicking on the folder icon then highlight the folder and click ok (mekwarssvn in this example)&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijdirectory.jpg]]&lt;br /&gt;
&lt;br /&gt;
4. Highlight the &amp;lt;pathtoproject&amp;gt;\p\mekwars\code\trunk and click ok &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijsvnbranch.jpg]]&lt;br /&gt;
&lt;br /&gt;
5. Select the 1.8 format if prompted, you should see &amp;quot;Checking out files to blahblahblah&amp;quot; and a progress bar at the bottom of your IDE. Once finished you will be prompted to open the project.&lt;br /&gt;
&lt;br /&gt;
6. You should have a directory layout that looks like this &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijdirectorylayout.jpg]]&lt;br /&gt;
&lt;br /&gt;
7.Highlight &amp;quot;trunk&amp;quot; and either press F4 or right-click and select &amp;quot;open module settings&amp;quot;&lt;br /&gt;
&lt;br /&gt;
8.Select &amp;quot;Project&amp;quot;. Set the SDK to your installed Java version. Set the Project language level to 7&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijprojectsdk.jpg]]&lt;br /&gt;
&lt;br /&gt;
9.Select &amp;quot;Modules&amp;quot; and set the folders as shown in the screenshot below ( highlight src and click on &amp;quot;Sources&amp;quot; on top and do the same for resources and the client and dist libs ). Click OK when done&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijmodulesettings.jpg]]&lt;br /&gt;
&lt;br /&gt;
Then switch to Dependencies and click the green +&lt;br /&gt;
&lt;br /&gt;
Select &amp;quot;jar or directory&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Add MegaMek.jar from one of the dist folders so that megamek classes are recognised by the ide as below. &lt;br /&gt;
&lt;br /&gt;
If you still see some unknown classes in the IDE then add the dist/client/lib and dist/server/lib in the same way&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijmegamekjar.jpg]]&lt;br /&gt;
&lt;br /&gt;
10.Click on the &amp;quot;Ant Build&amp;quot; option on the right. If the option doesn't exist, go to the View menu and check off the &amp;quot;Tool Buttons&amp;quot; option. &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijantlocation.jpg|1000px]]&lt;br /&gt;
&lt;br /&gt;
11.Click the green +&lt;br /&gt;
&lt;br /&gt;
12.Select build.xml, you should see the following&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijantwindow.jpg]]&lt;br /&gt;
&lt;br /&gt;
13.Highlight &amp;quot;compile&amp;quot; and click the play button. Click messages at the bottom to see the ant build in progress&lt;br /&gt;
&lt;br /&gt;
14.If this fails check the previous steps, if successful then highlight and run dist-client and dist-server &lt;br /&gt;
&lt;br /&gt;
15.Assuming everything ran successfully you should have a &amp;quot;dist&amp;quot; folder in trunk now containing both client and server&lt;br /&gt;
&lt;br /&gt;
16.Expand dist/server and right-click on MekWarsServer.jar. Select &amp;quot;Run MekwarsServer.jar&amp;quot;. It will fail immediately but you will notice it appear in the top right of the screen &lt;br /&gt;
&lt;br /&gt;
[[File:Intellijrunconfigurationlocation.jpg]]&lt;br /&gt;
&lt;br /&gt;
17.Click the drop-down and select &amp;quot;Edit Configurations&amp;quot;&lt;br /&gt;
&lt;br /&gt;
18.Copy these settings (altering for your path ). The working directory is the important bit that was missing&lt;br /&gt;
&lt;br /&gt;
[[File:Intellijserverworkingdirectory.jpg]]&lt;br /&gt;
&lt;br /&gt;
19.Click ok and click the play button next to the drop-down. You should see the server called in the run window at the bottom of the IDE&lt;br /&gt;
&lt;br /&gt;
20.Repeat steps 16 - 19 but for dist/client/MekWarsClient.jar and instead of hitting play at step 19 hit the bug next to the play button&lt;br /&gt;
&lt;br /&gt;
21.Connect to 127.0.0.1 as a username with no password. If you set a breakpoint in the src folder by clicking on a line number then the IDE will pause and allow you to debug. &lt;br /&gt;
&lt;br /&gt;
Note you can also debug the server in the same way&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Overview&amp;diff=1758</id>
		<title>MW Overview</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Overview&amp;diff=1758"/>
		<updated>2017-05-14T13:02:16Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Created links page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Significant parts of the MW software are documented on this wiki. All articles beginning with &amp;quot;MW&amp;quot; are documentation, not content intended for players. &lt;br /&gt;
&lt;br /&gt;
* [[MW Settings]]&lt;br /&gt;
* [[MW Factions]]&lt;br /&gt;
* [[MW buildtables]]&lt;br /&gt;
* [[MW Commands]]&lt;br /&gt;
* [[MW Bays]]&lt;br /&gt;
* [[MW Hangar]]&lt;br /&gt;
* [[MW Components]]&lt;br /&gt;
* [[MW Autoproduction]]&lt;br /&gt;
* [[MW Server Tutorial]]&lt;br /&gt;
* [[MW Technicians]]&lt;br /&gt;
* [[MW Black Market]]&lt;br /&gt;
* [[MW Christmas Units menu]]&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Autoproduction&amp;diff=1757</id>
		<title>MW Autoproduction</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Autoproduction&amp;diff=1757"/>
		<updated>2017-05-14T13:00:43Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Should not have created redirect, misunderstood MW pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Hangar&amp;diff=1756</id>
		<title>MW Hangar</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Hangar&amp;diff=1756"/>
		<updated>2017-05-14T13:00:35Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Should not have created redirect, misunderstood MW pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Components&amp;diff=1755</id>
		<title>MW Components</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Components&amp;diff=1755"/>
		<updated>2017-05-14T13:00:27Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Should not have created redirect, misunderstood MW pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Techs&amp;diff=1754</id>
		<title>MW Techs</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MW_Techs&amp;diff=1754"/>
		<updated>2017-05-14T12:58:20Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Redirected page to MW Technicians&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[MW Technicians]]&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1753</id>
		<title>Main Page/Extras</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1753"/>
		<updated>2017-05-14T11:14:51Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: That's at least unique links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''[[MW Overview|Software References]]'''&lt;br /&gt;
*'''[[Wiki team]]'''&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1752</id>
		<title>Army Construction</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1752"/>
		<updated>2017-05-14T11:05:53Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Design Contests */ They're non-canon, so no copyright concerns about adding stats&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaMekNET has specific army construction guidelines that apply to ''all'' armies regardless of [[Operations|Operation]]. There are only two easy-to-grasp rules for constructing armies: The stairstep rule and the BV spread rule. As mentioned, these both apply regardless of the operation in question. The spread rule is enforced automatically through the MekWars client and will not allow you to use the illegal army. However, the stairstep rule is not something the client is able to enforce so all players should be aware and have good sportsmanship when playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Stairstep Rule ==&lt;br /&gt;
&lt;br /&gt;
No Mech or Vee may be more than 1 weight class distant from another Mech or Vee. Using three heavy Mechs/tanks and then one light Mech/tank would be illegal under this rule. Instead, you could use two heavies, a medium and a light or go with three heavies and a medium instead.&lt;br /&gt;
&lt;br /&gt;
The Stairstep Rule discourages min/maxing whereupon an army constructed around a single high-BV unit is surrounded by a number of cheap light units, while encouraging a diverse army composition to make battles more interesting. The rule is currently unable to be enforced via the MekWars Client so players must abide by it on their own or risk punishment.&lt;br /&gt;
&lt;br /&gt;
== Variable BV Spread Rule ==&lt;br /&gt;
&lt;br /&gt;
BV spread is the spread between the highest BV unit and the lowest BV unit within your army. Let's just say a 1450 BV ''Marauder'' is your highest BV unit and the lowest BV unit is a 900 BV ''Stinger''. The spread of that army would be 550.&lt;br /&gt;
&lt;br /&gt;
The fixed BV spread that existed in previous [[cycles]] has been replaced with a variable BV spread rule which allows for a great amount of flexibility depending on the overall size of the battle in question. Smaller BV battles will have a lower spread while larger battles will have a much higher spread, almost to the point where the spread becomes a non-factor at the highest levels. The formula for determining the spread is:&lt;br /&gt;
&lt;br /&gt;
BV Spread = (Army BV x 0.1) + 400&lt;br /&gt;
&lt;br /&gt;
Here's a quick guide chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! BV of Battle&lt;br /&gt;
! BV Spread&lt;br /&gt;
|-&lt;br /&gt;
| 2000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| 3000&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| 6000&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7000&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 9000&lt;br /&gt;
| 1300&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 1400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unit Customization ==&lt;br /&gt;
&lt;br /&gt;
There are many options to customize how units work available in game, such as through loading specialty ammunition or changing a weapon's firing mode. However, due to the 3025-era setting and a desire for overall balance, many canonical customization options are available only in certain special cases, or not at all. Note that ammunition must be loaded in advance of the battle, as no combat reloading options exist in the game engine. &lt;br /&gt;
&lt;br /&gt;
=== All Units ===&lt;br /&gt;
* Rename pilot: Can be renamed freely outside outside battle. &lt;br /&gt;
* Disable autoeject: Guarantees that the pilot will not survive if their unit is destroyed. Can be toggled freely outside combat. &lt;br /&gt;
* Targeting system: Can be toggled between standard and anti-air outside battle. (Note that there are no [[operations|operation]] types that use both ground and air units in the game)&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons ===&lt;br /&gt;
* PPC field inhibitor: Can be toggled on/off in combat. &lt;br /&gt;
* Flamer mode: Can be toggled between damage and heat in combat. &lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
* Fragmentation ammo: Available in all launchers. &lt;br /&gt;
* Narc-capable ammo: Available in all launchers. &lt;br /&gt;
* Artemis-capable ammo: Available in all launchers(even when the unit has no Artemis system). &lt;br /&gt;
* Inferno ammo: Only available in SRM2.&lt;br /&gt;
* Thunder ammo: Only available in LRM5. &lt;br /&gt;
&lt;br /&gt;
=== Autocannons ===&lt;br /&gt;
* Flechette ammo: Available in all autocannons.&lt;br /&gt;
* Flak ammo: Available in all autocannons.&lt;br /&gt;
* Precision ammo: Only available in AC/2 and AC/5. &lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Rapid fire mode: Can be toggled on/off outside battle. &lt;br /&gt;
&lt;br /&gt;
== Design Contests ==&lt;br /&gt;
[http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8579 A design contest took place on the forums in 2015], and the winning units have been added as rare options on each faction's [[build table]]. The following units are non-canonical, but available on the server: &lt;br /&gt;
&lt;br /&gt;
Light Meks: &lt;br /&gt;
* Sub-Urban Mech - 25t, 4/6/0, 11 HS, 80/89 armour, LL, 5 MG(2t), flip arms&lt;br /&gt;
* Wolf Spider WSD-8R - 30t, 7/11,6, 10 HS, 80/105 armour, SRM-4(1t), 2 SL&lt;br /&gt;
* Mule ML-1 - 30t, 4/6/0, 10 HS, 96/105 armour, 4 LRM-5(3t), Flamer, flip arms&lt;br /&gt;
* Sand Flea SFL-2L - 30t, 6/9/0(Quad), 10 HS, 112/113 armour, SRM-4(2t), 2 ML, 2 SL, Flamer&lt;br /&gt;
* Spinosad SPI-1 - 30t, 7/11/0, 10 HS, 64/105 armour, 2 SL, 4 MG(2t), Flamer&lt;br /&gt;
* Salamander SA2 - 35t, 6/9/6, 10 HS, 104/119 armour, 2 ML, 6 MG(1t), Flamer&lt;br /&gt;
&lt;br /&gt;
Medium Meks: &lt;br /&gt;
* Ra RA-1 - 45t, 4/6/4, 18 HS, 128/153 armour, LL, 4 ML, MG(1t)&lt;br /&gt;
* Honeybadger HBR-01 - 50t, 5/8/5, 12 HS, 128/169 armour, LL, 2 SRM-2(1t), ML, MG(0.5t), Hatchet&lt;br /&gt;
* Handaxe - 50t, 4/6/4, 12 HS, 120/169 armour, 2 LRM-5(2t), 2 LL, SRM-6(1t)&lt;br /&gt;
* Centurion CN9-AP - 50t, 4/6/0, 13 HS, 168/169 armour, LRM-5(1t), PPC, SRM-6(1t), 4 ML&lt;br /&gt;
* Scorpion SCP-1C - 55t, 5/8/0(Quad), 14 HS, 152/201 armour, PPC, SRM-6(1t), 3.5t cargo&lt;br /&gt;
&lt;br /&gt;
Heavy Meks: &lt;br /&gt;
* Rifleman RFL-3L - 60t, 4/6/0, 11 HS, 120/201 armour, 2 AC/2(1t), 2 PPC, 2 SL, flip arms&lt;br /&gt;
* Rifleman RFL-3Y - 60t, 3/5/3, 16 HS, 128/201 armour, 2 AC/2(1t), 2 LL, 2 ML, flip arms&lt;br /&gt;
* Ragnarok - 65t, 4/6/0, 10 HS, 200/211 armour, 2 AC/2(1t), LRM-5(1t), 2 ML, SL, 4 MG(1t), Hatchet&lt;br /&gt;
* Samurai OR-S1 - 75t, 5/8/0, 10 HS, 231/231 armour, 3 ML, 2 SRM-2(1t), Hatchet&lt;br /&gt;
* Strike Valkyrie STRK-VLK - 75t, 4/6/0, 11 HS, 184/231 armour, 2 LRM-15(2t), AC/5(2t), 2 SRM-4(1t), 2 ML&lt;br /&gt;
* Yeti YTI-1 - 75t, 3/5/3, 18 HS, 192/231 armour, PPC, LL, AC/20(2t), SL&lt;br /&gt;
&lt;br /&gt;
Assault Meks: &lt;br /&gt;
* Victor VTR-9GLI - 80t, 4/6/4, 12 HS, 184/247 armour, LRM-10(1t), AC/20(3t), 2 ML&lt;br /&gt;
* Sky Guardian SG-2D - 80t, 3/5/0, 216/247 armour, 4 AC/5(5t), 2 ML, SL, flip arms&lt;br /&gt;
* Ant Lion AL-10N - 90t, 3/5/0, 16 HS, 240/295 armour, 2 LRM-15(3t), 1 LRM-10(1t), AC/5(1t), LL, 2 ML, SL&lt;br /&gt;
* Banshee BNC-3X - 95t, 4/6/0, 16 HS, 240/293 armour, PPC, [http://www.sarna.net/wiki/Binary_Laser_Cannon Blazer], SL&lt;br /&gt;
* Berserker BKR-2B - 100t, 4/6/0, 10 HS, 184/307 armour, LL, 2 SRM-6(1t), Hatchet&lt;br /&gt;
* Aegis AS-AG1 - 100t, 2/3/0, 38 HS, 307/307 armour, 2 PPC, 2 LL, SRM-4(1t), 2 MG(1t)&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1751</id>
		<title>Army Construction</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1751"/>
		<updated>2017-05-14T10:00:13Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* All Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaMekNET has specific army construction guidelines that apply to ''all'' armies regardless of [[Operations|Operation]]. There are only two easy-to-grasp rules for constructing armies: The stairstep rule and the BV spread rule. As mentioned, these both apply regardless of the operation in question. The spread rule is enforced automatically through the MekWars client and will not allow you to use the illegal army. However, the stairstep rule is not something the client is able to enforce so all players should be aware and have good sportsmanship when playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Stairstep Rule ==&lt;br /&gt;
&lt;br /&gt;
No Mech or Vee may be more than 1 weight class distant from another Mech or Vee. Using three heavy Mechs/tanks and then one light Mech/tank would be illegal under this rule. Instead, you could use two heavies, a medium and a light or go with three heavies and a medium instead.&lt;br /&gt;
&lt;br /&gt;
The Stairstep Rule discourages min/maxing whereupon an army constructed around a single high-BV unit is surrounded by a number of cheap light units, while encouraging a diverse army composition to make battles more interesting. The rule is currently unable to be enforced via the MekWars Client so players must abide by it on their own or risk punishment.&lt;br /&gt;
&lt;br /&gt;
== Variable BV Spread Rule ==&lt;br /&gt;
&lt;br /&gt;
BV spread is the spread between the highest BV unit and the lowest BV unit within your army. Let's just say a 1450 BV ''Marauder'' is your highest BV unit and the lowest BV unit is a 900 BV ''Stinger''. The spread of that army would be 550.&lt;br /&gt;
&lt;br /&gt;
The fixed BV spread that existed in previous [[cycles]] has been replaced with a variable BV spread rule which allows for a great amount of flexibility depending on the overall size of the battle in question. Smaller BV battles will have a lower spread while larger battles will have a much higher spread, almost to the point where the spread becomes a non-factor at the highest levels. The formula for determining the spread is:&lt;br /&gt;
&lt;br /&gt;
BV Spread = (Army BV x 0.1) + 400&lt;br /&gt;
&lt;br /&gt;
Here's a quick guide chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! BV of Battle&lt;br /&gt;
! BV Spread&lt;br /&gt;
|-&lt;br /&gt;
| 2000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| 3000&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| 6000&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7000&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 9000&lt;br /&gt;
| 1300&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 1400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unit Customization ==&lt;br /&gt;
&lt;br /&gt;
There are many options to customize how units work available in game, such as through loading specialty ammunition or changing a weapon's firing mode. However, due to the 3025-era setting and a desire for overall balance, many canonical customization options are available only in certain special cases, or not at all. Note that ammunition must be loaded in advance of the battle, as no combat reloading options exist in the game engine. &lt;br /&gt;
&lt;br /&gt;
=== All Units ===&lt;br /&gt;
* Rename pilot: Can be renamed freely outside outside battle. &lt;br /&gt;
* Disable autoeject: Guarantees that the pilot will not survive if their unit is destroyed. Can be toggled freely outside combat. &lt;br /&gt;
* Targeting system: Can be toggled between standard and anti-air outside battle. (Note that there are no [[operations|operation]] types that use both ground and air units in the game)&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons ===&lt;br /&gt;
* PPC field inhibitor: Can be toggled on/off in combat. &lt;br /&gt;
* Flamer mode: Can be toggled between damage and heat in combat. &lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
* Fragmentation ammo: Available in all launchers. &lt;br /&gt;
* Narc-capable ammo: Available in all launchers. &lt;br /&gt;
* Artemis-capable ammo: Available in all launchers(even when the unit has no Artemis system). &lt;br /&gt;
* Inferno ammo: Only available in SRM2.&lt;br /&gt;
* Thunder ammo: Only available in LRM5. &lt;br /&gt;
&lt;br /&gt;
=== Autocannons ===&lt;br /&gt;
* Flechette ammo: Available in all autocannons.&lt;br /&gt;
* Flak ammo: Available in all autocannons.&lt;br /&gt;
* Precision ammo: Only available in AC/2 and AC/5. &lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Rapid fire mode: Can be toggled on/off outside battle. &lt;br /&gt;
&lt;br /&gt;
== Design Contests ==&lt;br /&gt;
[http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8579 A design contest took place on the forums in 2015], and the winning units have been added as rare options on each faction's [[build table]]. The following units are non-canonical, but available on the server: &lt;br /&gt;
&lt;br /&gt;
Light Meks: &lt;br /&gt;
* Salamander SA2&lt;br /&gt;
* Wolf Spider WSD-8R&lt;br /&gt;
* Sub-Urban Mech &lt;br /&gt;
* Mule ML-1&lt;br /&gt;
* Sand Flea SFL-2L&lt;br /&gt;
* Spinosad SPI-1&lt;br /&gt;
&lt;br /&gt;
Medium Meks: &lt;br /&gt;
* Honeybadger HBR-01&lt;br /&gt;
* Handaxe&lt;br /&gt;
* Centurion CN9-AP&lt;br /&gt;
* Scorpion SCP-1C&lt;br /&gt;
* Ra RA-1&lt;br /&gt;
&lt;br /&gt;
Heavy Meks: &lt;br /&gt;
* Rifleman RFL-3L&lt;br /&gt;
* Rifleman RFL-3Y&lt;br /&gt;
* Ragnarok&lt;br /&gt;
* Samurai OR-S1&lt;br /&gt;
* Strike Valkyrie STRK-VLK&lt;br /&gt;
* Yeti YTI-1&lt;br /&gt;
&lt;br /&gt;
Assault Meks: &lt;br /&gt;
* Victor VTR-9GLI&lt;br /&gt;
* Berserker BKR-2B&lt;br /&gt;
* Ant Lion AL-10N&lt;br /&gt;
* Sky Guardian SG-2D&lt;br /&gt;
* Banshee BNC-3X&lt;br /&gt;
* Aegis AS-AG1&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1750</id>
		<title>Army Construction</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Army_Construction&amp;diff=1750"/>
		<updated>2017-05-14T09:59:33Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Maybe these should be on their own page(s), but this seemed a good place to put them for now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaMekNET has specific army construction guidelines that apply to ''all'' armies regardless of [[Operations|Operation]]. There are only two easy-to-grasp rules for constructing armies: The stairstep rule and the BV spread rule. As mentioned, these both apply regardless of the operation in question. The spread rule is enforced automatically through the MekWars client and will not allow you to use the illegal army. However, the stairstep rule is not something the client is able to enforce so all players should be aware and have good sportsmanship when playing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Stairstep Rule ==&lt;br /&gt;
&lt;br /&gt;
No Mech or Vee may be more than 1 weight class distant from another Mech or Vee. Using three heavy Mechs/tanks and then one light Mech/tank would be illegal under this rule. Instead, you could use two heavies, a medium and a light or go with three heavies and a medium instead.&lt;br /&gt;
&lt;br /&gt;
The Stairstep Rule discourages min/maxing whereupon an army constructed around a single high-BV unit is surrounded by a number of cheap light units, while encouraging a diverse army composition to make battles more interesting. The rule is currently unable to be enforced via the MekWars Client so players must abide by it on their own or risk punishment.&lt;br /&gt;
&lt;br /&gt;
== Variable BV Spread Rule ==&lt;br /&gt;
&lt;br /&gt;
BV spread is the spread between the highest BV unit and the lowest BV unit within your army. Let's just say a 1450 BV ''Marauder'' is your highest BV unit and the lowest BV unit is a 900 BV ''Stinger''. The spread of that army would be 550.&lt;br /&gt;
&lt;br /&gt;
The fixed BV spread that existed in previous [[cycles]] has been replaced with a variable BV spread rule which allows for a great amount of flexibility depending on the overall size of the battle in question. Smaller BV battles will have a lower spread while larger battles will have a much higher spread, almost to the point where the spread becomes a non-factor at the highest levels. The formula for determining the spread is:&lt;br /&gt;
&lt;br /&gt;
BV Spread = (Army BV x 0.1) + 400&lt;br /&gt;
&lt;br /&gt;
Here's a quick guide chart:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
! BV of Battle&lt;br /&gt;
! BV Spread&lt;br /&gt;
|-&lt;br /&gt;
| 2000&lt;br /&gt;
| 600&lt;br /&gt;
|-&lt;br /&gt;
| 3000&lt;br /&gt;
| 700&lt;br /&gt;
|-&lt;br /&gt;
| 4000&lt;br /&gt;
| 800&lt;br /&gt;
|-&lt;br /&gt;
| 5000&lt;br /&gt;
| 900&lt;br /&gt;
|-&lt;br /&gt;
| 6000&lt;br /&gt;
| 1000&lt;br /&gt;
|-&lt;br /&gt;
| 7000&lt;br /&gt;
| 1100&lt;br /&gt;
|-&lt;br /&gt;
| 8000&lt;br /&gt;
| 1200&lt;br /&gt;
|-&lt;br /&gt;
| 9000&lt;br /&gt;
| 1300&lt;br /&gt;
|-&lt;br /&gt;
| 10000&lt;br /&gt;
| 1400&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Unit Customization ==&lt;br /&gt;
&lt;br /&gt;
There are many options to customize how units work available in game, such as through loading specialty ammunition or changing a weapon's firing mode. However, due to the 3025-era setting and a desire for overall balance, many canonical customization options are available only in certain special cases, or not at all. Note that ammunition must be loaded in advance of the battle, as no combat reloading options exist in the game engine. &lt;br /&gt;
&lt;br /&gt;
=== All Units ===&lt;br /&gt;
* Rename pilot: Can be renamed freely outside outside battle. &lt;br /&gt;
* Disable autoeject: Guarantees that the pilot will not survive if their unit is destroyed. Can be toggled freely outside combat. &lt;br /&gt;
* Targeting system: Can be toggled between standard and anti-air outside battle. (Note that there are no [[operation]] types that use both ground and air units in the game)&lt;br /&gt;
&lt;br /&gt;
=== Energy Weapons ===&lt;br /&gt;
* PPC field inhibitor: Can be toggled on/off in combat. &lt;br /&gt;
* Flamer mode: Can be toggled between damage and heat in combat. &lt;br /&gt;
&lt;br /&gt;
=== Missiles ===&lt;br /&gt;
* Fragmentation ammo: Available in all launchers. &lt;br /&gt;
* Narc-capable ammo: Available in all launchers. &lt;br /&gt;
* Artemis-capable ammo: Available in all launchers(even when the unit has no Artemis system). &lt;br /&gt;
* Inferno ammo: Only available in SRM2.&lt;br /&gt;
* Thunder ammo: Only available in LRM5. &lt;br /&gt;
&lt;br /&gt;
=== Autocannons ===&lt;br /&gt;
* Flechette ammo: Available in all autocannons.&lt;br /&gt;
* Flak ammo: Available in all autocannons.&lt;br /&gt;
* Precision ammo: Only available in AC/2 and AC/5. &lt;br /&gt;
&lt;br /&gt;
=== Machine Guns ===&lt;br /&gt;
* Rapid fire mode: Can be toggled on/off outside battle. &lt;br /&gt;
&lt;br /&gt;
== Design Contests ==&lt;br /&gt;
[http://www.mekwars.org/forum/viewtopic.php?f=9&amp;amp;t=8579 A design contest took place on the forums in 2015], and the winning units have been added as rare options on each faction's [[build table]]. The following units are non-canonical, but available on the server: &lt;br /&gt;
&lt;br /&gt;
Light Meks: &lt;br /&gt;
* Salamander SA2&lt;br /&gt;
* Wolf Spider WSD-8R&lt;br /&gt;
* Sub-Urban Mech &lt;br /&gt;
* Mule ML-1&lt;br /&gt;
* Sand Flea SFL-2L&lt;br /&gt;
* Spinosad SPI-1&lt;br /&gt;
&lt;br /&gt;
Medium Meks: &lt;br /&gt;
* Honeybadger HBR-01&lt;br /&gt;
* Handaxe&lt;br /&gt;
* Centurion CN9-AP&lt;br /&gt;
* Scorpion SCP-1C&lt;br /&gt;
* Ra RA-1&lt;br /&gt;
&lt;br /&gt;
Heavy Meks: &lt;br /&gt;
* Rifleman RFL-3L&lt;br /&gt;
* Rifleman RFL-3Y&lt;br /&gt;
* Ragnarok&lt;br /&gt;
* Samurai OR-S1&lt;br /&gt;
* Strike Valkyrie STRK-VLK&lt;br /&gt;
* Yeti YTI-1&lt;br /&gt;
&lt;br /&gt;
Assault Meks: &lt;br /&gt;
* Victor VTR-9GLI&lt;br /&gt;
* Berserker BKR-2B&lt;br /&gt;
* Ant Lion AL-10N&lt;br /&gt;
* Sky Guardian SG-2D&lt;br /&gt;
* Banshee BNC-3X&lt;br /&gt;
* Aegis AS-AG1&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Defection&amp;diff=1749</id>
		<title>Defection</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Defection&amp;diff=1749"/>
		<updated>2017-05-13T23:19:43Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Unsure what the penalties are, so just created a stub.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Defection is the process of leaving one [[faction]] for another. In general, players will only defect once per [[cycle]], when they get 100 [[resources|player XP]] and leave the [[Solaris Training Company]] for their permanent house. It is possible to change houses after this point, but there are severe penalties for doing so, and it is not generally advised.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Black_Market&amp;diff=1748</id>
		<title>Black Market</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Black_Market&amp;diff=1748"/>
		<updated>2017-05-13T23:16:48Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The black market is a place for players to buy units that have been produced by various independant manufacturers across the Inner Sphere. It's accessible via the black market tab. &lt;br /&gt;
&lt;br /&gt;
Most units on the black market are created automatically, and in most cases they are specifically sold to the black market. If a [[production|faction's hangars]] get too full, however, they can also ship units off to be sold on the black market. This process is random, and it becomes more likely as more units of a particular type accumulate in faction hangars. &lt;br /&gt;
&lt;br /&gt;
Units are listed for sale for 48 [[tick|ticks]], or 12 RL hours. The bidding process is a silent auction, where players may make bids(at a cost of 20 [[resources|influence]] each), and the high bidder at the end of the auction receives the unit. Money is not withdrawn until an auction is won, so be careful not to spend too many C-Bills if you have active bids outstanding. In order to see the unit being sold, you can click the Show Unit button. If you change your mind about a bid, you can retract it and guarantee that the money will not be spent, but you will not get the influence back. &lt;br /&gt;
&lt;br /&gt;
There is an option in the menus when right-clicking a unit to sell it on the black market, but this functionality is disabled on the server at present. Nothing will happen if you try to sell a unit.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1747</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1747"/>
		<updated>2017-05-13T23:01:27Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Influence */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within MekWars, there are a number of resources that you as a commander will have access to in order to upgrade units, perform repairs, buy new units, hire mercenaries and more. You'll use Cbills to buy new units, influence to attack as well as acquire new Mechs, experience to level your most adept MechWarriors, and a few other important resources that may also accomplish some of the same things.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== C-Bills ==&lt;br /&gt;
The most basic of the resources at your disposal, Comstar Bills, or C-Bills for short, is the standard international currency of the Inner Sphere.&lt;br /&gt;
&lt;br /&gt;
C-Bills can only be earned through battles and the amount earned is dependent upon the operation, size of the battle (BV), and the rating difference between the two combatants. Larger battles, and a defeating an opponent with a higher BV will result in greater C-Bill earnings.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Buying techs to repair units&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Hiring mercenary players&lt;br /&gt;
**Scrapping or donating units&lt;br /&gt;
**Buying / Renting more hangar bays&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
***Dependent upon operation type, BV and rating difference of combatants&lt;br /&gt;
&lt;br /&gt;
== Influence ==&lt;br /&gt;
&lt;br /&gt;
Influence, or &amp;quot;flu&amp;quot; works within MekWars as an activity limiter of sorts, ensuring one person cannot simply waste all of a faction's resources, buy too many units or attack too many times in too small of a time frame.&lt;br /&gt;
&lt;br /&gt;
It is used for just about everything from buying units (from various sources) to launching attacks. Flu can be earned by finishing battles but also by going active as a means to defend your faction's planets. Every ~5 minutes for being active and not in a battle you'll receive some flu for each army you're active with. The amount earned is dependent upon the server, but for MegaMekNET, it's an average of +4 flu for each army, though it is somewhat random. For each army within 150 BV of another, there's a stacking penalty so each additional one will earn less than the +4.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the [[black market]] (20 flu per bid)&lt;br /&gt;
**Buying new units via factories (20-200 flu, see [[production]] for details)&lt;br /&gt;
**Buying used units via your faction (10-100 flu, see [[production]] for details)&lt;br /&gt;
**Launching attacks (30-90 flu, see [[operations]] for details)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles as a defender&lt;br /&gt;
**Finishing [[Solaris Training Company|tutorial battles]], whether as attacker or defender&lt;br /&gt;
**Being [[active]]&lt;br /&gt;
&lt;br /&gt;
== Reward Points ==&lt;br /&gt;
&lt;br /&gt;
Reward points or RP are an additional faction payout for conducting operations. The amount paid per operation varies based on the operation in question, however this is a flat amount for each operation.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Buying new units (not restricted only to faction's available units)&lt;br /&gt;
&lt;br /&gt;
RP costs are listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! RP Cost (Own Faction or Common)&lt;br /&gt;
! RP Cost (Other Faction)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|36&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|Repair&lt;br /&gt;
|Any&lt;br /&gt;
|5&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
There are two types of experience as a resource. There is player experience and unit/pilot experience.&lt;br /&gt;
&lt;br /&gt;
==== Player Experience ====&lt;br /&gt;
&lt;br /&gt;
Player experience is an indicator of a player's involvement and participation. More experience will mean that a given player has participated and therefor more senior to other members. Player experience is only earned through battles and is never spent. This measure determines what ops a player has access to. Less experienced players will not be able to launch larger and more pivotal attacks until gaining enough experience.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Allowing a player to graduate from their training and leave Solaris (100 XP required)&lt;br /&gt;
**Determining which [[operations]] a player can carry out (750 XP required for Assault, 1500 XP required for Capital Assault)&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
==== Pilot Experience ====&lt;br /&gt;
&lt;br /&gt;
Pilot experience is earned through participation in battle and each unit will earn experience differently based on performance. With that experience, skills can be purchased which improve the pilot/unit. This is offset as this will increase the unit's BV. For a list of skills for pilots, please see [[Pilot Skills]].&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing skills for pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles with unit&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
Components are used, alongside C-Bills and flu, to build new Meks through factories in the faction tab. Unlike other resources listed here, this is a faction resource and applies to the entire faction rather than an individual player. Components are earned by being active. Each tick, the number of players active influences the amount of components earned. There is a component quantity for each unit type, so at any given time, a faction will have X amount of components for light meks, x amount for medium meks, etc. This includes tanks, infantry and aero as well. The [[Production]] page details the production mechanics further.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing new units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Being active&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1746</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1746"/>
		<updated>2017-05-13T22:58:13Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Reward Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within MekWars, there are a number of resources that you as a commander will have access to in order to upgrade units, perform repairs, buy new units, hire mercenaries and more. You'll use Cbills to buy new units, influence to attack as well as acquire new Mechs, experience to level your most adept MechWarriors, and a few other important resources that may also accomplish some of the same things.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== C-Bills ==&lt;br /&gt;
The most basic of the resources at your disposal, Comstar Bills, or C-Bills for short, is the standard international currency of the Inner Sphere.&lt;br /&gt;
&lt;br /&gt;
C-Bills can only be earned through battles and the amount earned is dependent upon the operation, size of the battle (BV), and the rating difference between the two combatants. Larger battles, and a defeating an opponent with a higher BV will result in greater C-Bill earnings.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Buying techs to repair units&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Hiring mercenary players&lt;br /&gt;
**Scrapping or donating units&lt;br /&gt;
**Buying / Renting more hangar bays&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
***Dependent upon operation type, BV and rating difference of combatants&lt;br /&gt;
&lt;br /&gt;
== Influence ==&lt;br /&gt;
&lt;br /&gt;
Influence, or &amp;quot;flu&amp;quot; works within MekWars as an activity limiter of sorts, ensuring one person cannot simply waste all of a faction's resources, buy too many units or attack too many times in too small of a time frame.&lt;br /&gt;
&lt;br /&gt;
It is used for just about everything from buying units (from various sources) to launching attacks. Flu can be earned by finishing battles but also by going active as a means to defend your faction's planets. Every ~5 minutes for being active and not in a battle you'll receive some flu for each army you're active with. The amount earned is dependent upon the server, but for MegaMekNET, it's an average of +4 flu for each army, though it is somewhat random. For each army within 150 BV of another, there's a stacking penalty so each additional one will earn less than the +4.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket (Placing Bids)&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Launching attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles as a defender&lt;br /&gt;
**Being active&lt;br /&gt;
&lt;br /&gt;
== Reward Points ==&lt;br /&gt;
&lt;br /&gt;
Reward points or RP are an additional faction payout for conducting operations. The amount paid per operation varies based on the operation in question, however this is a flat amount for each operation.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Buying new units (not restricted only to faction's available units)&lt;br /&gt;
&lt;br /&gt;
RP costs are listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! RP Cost (Own Faction or Common)&lt;br /&gt;
! RP Cost (Other Faction)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|36&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|Repair&lt;br /&gt;
|Any&lt;br /&gt;
|5&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
There are two types of experience as a resource. There is player experience and unit/pilot experience.&lt;br /&gt;
&lt;br /&gt;
==== Player Experience ====&lt;br /&gt;
&lt;br /&gt;
Player experience is an indicator of a player's involvement and participation. More experience will mean that a given player has participated and therefor more senior to other members. Player experience is only earned through battles and is never spent. This measure determines what ops a player has access to. Less experienced players will not be able to launch larger and more pivotal attacks until gaining enough experience.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Allowing a player to graduate from their training and leave Solaris (100 XP required)&lt;br /&gt;
**Determining which [[operations]] a player can carry out (750 XP required for Assault, 1500 XP required for Capital Assault)&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
==== Pilot Experience ====&lt;br /&gt;
&lt;br /&gt;
Pilot experience is earned through participation in battle and each unit will earn experience differently based on performance. With that experience, skills can be purchased which improve the pilot/unit. This is offset as this will increase the unit's BV. For a list of skills for pilots, please see [[Pilot Skills]].&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing skills for pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles with unit&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
Components are used, alongside C-Bills and flu, to build new Meks through factories in the faction tab. Unlike other resources listed here, this is a faction resource and applies to the entire faction rather than an individual player. Components are earned by being active. Each tick, the number of players active influences the amount of components earned. There is a component quantity for each unit type, so at any given time, a faction will have X amount of components for light meks, x amount for medium meks, etc. This includes tanks, infantry and aero as well. The [[Production]] page details the production mechanics further.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing new units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Being active&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1745</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1745"/>
		<updated>2017-05-13T22:57:48Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within MekWars, there are a number of resources that you as a commander will have access to in order to upgrade units, perform repairs, buy new units, hire mercenaries and more. You'll use Cbills to buy new units, influence to attack as well as acquire new Mechs, experience to level your most adept MechWarriors, and a few other important resources that may also accomplish some of the same things.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== C-Bills ==&lt;br /&gt;
The most basic of the resources at your disposal, Comstar Bills, or C-Bills for short, is the standard international currency of the Inner Sphere.&lt;br /&gt;
&lt;br /&gt;
C-Bills can only be earned through battles and the amount earned is dependent upon the operation, size of the battle (BV), and the rating difference between the two combatants. Larger battles, and a defeating an opponent with a higher BV will result in greater C-Bill earnings.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Buying techs to repair units&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Hiring mercenary players&lt;br /&gt;
**Scrapping or donating units&lt;br /&gt;
**Buying / Renting more hangar bays&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
***Dependent upon operation type, BV and rating difference of combatants&lt;br /&gt;
&lt;br /&gt;
== Influence ==&lt;br /&gt;
&lt;br /&gt;
Influence, or &amp;quot;flu&amp;quot; works within MekWars as an activity limiter of sorts, ensuring one person cannot simply waste all of a faction's resources, buy too many units or attack too many times in too small of a time frame.&lt;br /&gt;
&lt;br /&gt;
It is used for just about everything from buying units (from various sources) to launching attacks. Flu can be earned by finishing battles but also by going active as a means to defend your faction's planets. Every ~5 minutes for being active and not in a battle you'll receive some flu for each army you're active with. The amount earned is dependent upon the server, but for MegaMekNET, it's an average of +4 flu for each army, though it is somewhat random. For each army within 150 BV of another, there's a stacking penalty so each additional one will earn less than the +4.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket (Placing Bids)&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Launching attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles as a defender&lt;br /&gt;
**Being active&lt;br /&gt;
&lt;br /&gt;
== Reward Points ==&lt;br /&gt;
&lt;br /&gt;
Reward points or RP are an additional faction payout for conducting operations. The amount paid per operation varies based on the operation in question, however this is a flat amount for each operation.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Buying new units (not restricted only to faction's available units)&lt;br /&gt;
&lt;br /&gt;
Costs for buying new units with RP are listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! RP Cost (Own Faction or Common)&lt;br /&gt;
! RP Cost (Other Faction)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|36&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|Repair&lt;br /&gt;
|Any&lt;br /&gt;
|5&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
There are two types of experience as a resource. There is player experience and unit/pilot experience.&lt;br /&gt;
&lt;br /&gt;
==== Player Experience ====&lt;br /&gt;
&lt;br /&gt;
Player experience is an indicator of a player's involvement and participation. More experience will mean that a given player has participated and therefor more senior to other members. Player experience is only earned through battles and is never spent. This measure determines what ops a player has access to. Less experienced players will not be able to launch larger and more pivotal attacks until gaining enough experience.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Allowing a player to graduate from their training and leave Solaris (100 XP required)&lt;br /&gt;
**Determining which [[operations]] a player can carry out (750 XP required for Assault, 1500 XP required for Capital Assault)&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
==== Pilot Experience ====&lt;br /&gt;
&lt;br /&gt;
Pilot experience is earned through participation in battle and each unit will earn experience differently based on performance. With that experience, skills can be purchased which improve the pilot/unit. This is offset as this will increase the unit's BV. For a list of skills for pilots, please see [[Pilot Skills]].&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing skills for pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles with unit&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
Components are used, alongside C-Bills and flu, to build new Meks through factories in the faction tab. Unlike other resources listed here, this is a faction resource and applies to the entire faction rather than an individual player. Components are earned by being active. Each tick, the number of players active influences the amount of components earned. There is a component quantity for each unit type, so at any given time, a faction will have X amount of components for light meks, x amount for medium meks, etc. This includes tanks, infantry and aero as well. The [[Production]] page details the production mechanics further.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing new units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Being active&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1744</id>
		<title>Resources</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Resources&amp;diff=1744"/>
		<updated>2017-05-13T22:54:14Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Reward Points */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Within MekWars, there are a number of resources that you as a commander will have access to in order to upgrade units, perform repairs, buy new units, hire mercenaries and more. You'll use Cbills to buy new units, influence to attack as well as acquire new Mechs, experience to level your most adept MechWarriors, and a few other important resources that may also accomplish some of the same things.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== C-Bills ==&lt;br /&gt;
The most basic of the resources at your disposal, Comstar Bills, or C-Bills for short, is the standard international currency of the Inner Sphere.&lt;br /&gt;
&lt;br /&gt;
C-Bills can only be earned through battles and the amount earned is dependent upon the operation, size of the battle (BV), and the rating difference between the two combatants. Larger battles, and a defeating an opponent with a higher BV will result in greater C-Bill earnings.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Buying techs to repair units&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Hiring mercenary players&lt;br /&gt;
**Scrapping or donating units&lt;br /&gt;
**Buying / Renting more hangar bays&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
***Dependent upon operation type, BV and rating difference of combatants&lt;br /&gt;
&lt;br /&gt;
== Influence ==&lt;br /&gt;
&lt;br /&gt;
Influence, or &amp;quot;flu&amp;quot; works within MekWars as an activity limiter of sorts, ensuring one person cannot simply waste all of a faction's resources, buy too many units or attack too many times in too small of a time frame.&lt;br /&gt;
&lt;br /&gt;
It is used for just about everything from buying units (from various sources) to launching attacks. Flu can be earned by finishing battles but also by going active as a means to defend your faction's planets. Every ~5 minutes for being active and not in a battle you'll receive some flu for each army you're active with. The amount earned is dependent upon the server, but for MegaMekNET, it's an average of +4 flu for each army, though it is somewhat random. For each army within 150 BV of another, there's a stacking penalty so each additional one will earn less than the +4.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Buying new units on the blackmarket (Placing Bids)&lt;br /&gt;
**Buying new units via factories&lt;br /&gt;
**Buying used units via your faction&lt;br /&gt;
**Launching attacks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles as a defender&lt;br /&gt;
**Being active&lt;br /&gt;
&lt;br /&gt;
== Reward Points ==&lt;br /&gt;
&lt;br /&gt;
Reward points or RP are an additional faction payout for conducting operations. The amount paid per operation varies based on the operation in question, however this is a flat amount for each operation.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Repairing damaged units&lt;br /&gt;
**Buying new units (not restricted only to faction's available units)&lt;br /&gt;
&lt;br /&gt;
Costs for buying new units with RP are listed below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! RP Cost (Own Faction or Common)&lt;br /&gt;
! RP Cost (Other Faction)&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|9&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|12&lt;br /&gt;
|24&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|36&lt;br /&gt;
|72&lt;br /&gt;
|-&lt;br /&gt;
|Repair&lt;br /&gt;
|Any&lt;br /&gt;
|5&lt;br /&gt;
|N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
== Experience ==&lt;br /&gt;
&lt;br /&gt;
There are two types of experience as a resource. There is player experience and unit/pilot experience.&lt;br /&gt;
&lt;br /&gt;
==== Player Experience ====&lt;br /&gt;
&lt;br /&gt;
Player experience is an indicator of a player's involvement and participation. More experience will mean that a given player has participated and therefor more senior to other members. Player experience is only earned through battles and is never spent. This measure determines what ops a player has access to. Less experienced players will not be able to launch larger and more pivotal attacks until gaining enough experience.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Allowing a player to graduate from their training and leave Solaris&lt;br /&gt;
**Determining which ops a player can carry out&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles&lt;br /&gt;
&lt;br /&gt;
==== Pilot Experience ====&lt;br /&gt;
&lt;br /&gt;
Pilot experience is earned through participation in battle and each unit will earn experience differently based on performance. With that experience, skills can be purchased which improve the pilot/unit. This is offset as this will increase the unit's BV. For a list of skills for pilots, check [[Pilot Skills]]&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing skills for pilots&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Finishing battles with unit&lt;br /&gt;
&lt;br /&gt;
== Components ==&lt;br /&gt;
&lt;br /&gt;
Components are used, alongside C-Bills and flu, to build new Meks through factories in the faction tab. Unlike other resources listed here, this is a faction resource and applies to the entire faction rather than an individual player. Components are earned by being active. Each tick, the number of players active influences the amount of components earned. There is a component quantity for each unit type, so at any given time, a faction will have X amount of components for light meks, x amount for medium meks, etc. This includes tanks, infantry and aero as well. The [[Production]] page details the production mechanics further.&lt;br /&gt;
&lt;br /&gt;
*'''Used For:'''&lt;br /&gt;
**Purchasing new units&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*'''Earned By:'''&lt;br /&gt;
**Being active&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1743</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1743"/>
		<updated>2017-05-13T22:50:56Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Production Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is used to add new units to the game, which allows players to replace lost units and expand their hangars. &lt;br /&gt;
&lt;br /&gt;
== Factories and Components ==&lt;br /&gt;
&lt;br /&gt;
Each faction owns a number of factories. These factories are divided up based on the types of [[units]] they can produce. For example, you can have an Assault Mek factory or a Light Aero factory. Factories require components to produce units, and factions produce components based on the planets they own and the activity of their players. Every 15 minutes there is a [[tick]], and at the tick, the faction produces new components. These components are a communal resource owned at the faction level, and they may be used by any player in the faction. &lt;br /&gt;
&lt;br /&gt;
A player may use a factory to produce a unit at any time. Doing so costs the player [[resources|C-bills and influence]], and it costs the faction components. It also deactivates that factory for a period of time. Buying a unit will produce a random new unit from the faction's [[build table]] directly into that player's hangar, and it will de-activate the factory for a period of time. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! C-Bills&lt;br /&gt;
! Influence&lt;br /&gt;
! Components&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|1,200&lt;br /&gt;
|50&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2,500&lt;br /&gt;
|80&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4,000&lt;br /&gt;
|100&lt;br /&gt;
|50,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6,000&lt;br /&gt;
|130&lt;br /&gt;
|90,000&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|500&lt;br /&gt;
|30&lt;br /&gt;
|15,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|650&lt;br /&gt;
|50&lt;br /&gt;
|22,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|800&lt;br /&gt;
|70&lt;br /&gt;
|35,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|1,000&lt;br /&gt;
|90&lt;br /&gt;
|48,000&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|400&lt;br /&gt;
|20&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|600&lt;br /&gt;
|40&lt;br /&gt;
|15,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|1,200&lt;br /&gt;
|70&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|1,500&lt;br /&gt;
|100&lt;br /&gt;
|40,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|12,000&lt;br /&gt;
|200&lt;br /&gt;
|180,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Auto-Production ==&lt;br /&gt;
&lt;br /&gt;
If players do not buy a particular type of unit, components will pile up until they reach a cap. Once there are enough components to produce 30 new units(for all light units), or 20 new units(for all other weight classes), components will be used up in one of two ways. &lt;br /&gt;
&lt;br /&gt;
* Component destruction. The components will be simply lost, to no benefit. In the tick notification, you will get a message such as &amp;quot;An industrial accident destroys a substantial cache of Assault Mek components.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Auto-Production. The factory will produce a unit automatically, and donate it directly to the faction hangar, where players can purchase it. In the tick notification, you will get a message such as &amp;quot;Technicians assembled a Packrat LRPV PKR-T5 (ICE) at Brooks Incorporated on Kendall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Units that are added to the faction hangar are visible to all members of the faction, and may be purchased for half the usual price. Much like purchasing from a factory, however, individual units cannot be chosen - when buying &amp;quot;used&amp;quot; units, you get a random unit from the faction hangar of the appropriate type and weight class. &lt;br /&gt;
&lt;br /&gt;
Auto-production is more common for lighter units, and destruction of components is more common for heavier units. Generally, each faction will have a strategy for which units they try to auto-produce versus which ones they expect players to buy directly from factories. Since buying from the faction hangar is much cheaper than buying directly from the factory, auto-production is a good way to save a lot of C-bills and influence for faction members, but it produces fewer units overall due to the chance of component destruction. Read your faction's [https://en.wikipedia.org/wiki/Motd_(Unix) MOTD] to see what you should do with each weight class. &lt;br /&gt;
&lt;br /&gt;
== Production Levels ==&lt;br /&gt;
&lt;br /&gt;
Component production is entirely based on player activity. If your faction has no players who are either [[active]] or [[battling]], then you will produce no components. Battling players count towards production at a flat rate for as long as the battle lasts, while active players count differently depending on how many active armies they have. Much like farming [[resources|influence]] by going active, having multiple armies at different BV levels will increase how much you count towards production while you're active. As a rule of thumb, being active with 3-4 armies is roughly equal to being in a battle. Component production is important, since it dictates how many units your faction will produce over time, and faction production is the most effective way of producing overall. Even if you can't find a fight, you should make a habit of going active whenever you can get away with it.&lt;br /&gt;
&lt;br /&gt;
Each type of component will be produced in equal numbers. Instead of listing the numbers directly, the tick notification will instead convert them into unit equivalents - for example, on a tick where your faction produces 10,000 components of each type, the notification will be:&lt;br /&gt;
&lt;br /&gt;
Your factories produced enough components to make: &lt;br /&gt;
* 0.50 Light meks &lt;br /&gt;
* 0.33 Medium meks &lt;br /&gt;
* 0.20 Heavy meks &lt;br /&gt;
* 0.11 Assault meks &lt;br /&gt;
and so on.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Build_Table&amp;diff=1742</id>
		<title>Build Table</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Build_Table&amp;diff=1742"/>
		<updated>2017-05-13T22:46:17Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Created page with &amp;quot;A build table is a list of what units a faction can produce of a given type and weight class. Build tables are probability-based - if a HBK-4G shows up ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A build table is a list of what [[units]] a [[faction]] can [[production|produce]] of a given type and weight class. Build tables are probability-based - if a HBK-4G shows up at 10% on the faction's Medium Mek build table, then there is a 10% chance that a new medium mek produced by that faction(whether by player production or [[production#Auto-Production|auto-production]]) will be a HBK-4G. &lt;br /&gt;
&lt;br /&gt;
Each faction has its own build tables. There are also two build tables not associated with factions - the Common table and the Rare table. The Common table is a list of the most commonly-used units in the Inner Sphere, which are produced by all factions. Factories do not produce directly off the Common table, instead the units on the table are included in each faction's individual build tables. The Rare table includes units with Star League technology bases, though it is currently disabled in the game. &lt;br /&gt;
&lt;br /&gt;
When producing at a factory, players always produce off their faction's build table. However, when using [[resources|RP]] to buy units, players may choose which table to buy off. Buying off your own faction's build table or the Common build table costs half as much as buying off another faction's build table. There is technically an option in game to buy off the Rare table, but the cost is set to be impossibly high.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Build_table&amp;diff=1741</id>
		<title>Build table</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Build_table&amp;diff=1741"/>
		<updated>2017-05-13T22:37:13Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Redirected page to Build Table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Build Table]]&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1740</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1740"/>
		<updated>2017-05-13T22:33:46Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Updated a bunch of stuff, added cost table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is used to add new units to the game, which allows players to replace lost units and expand their hangars. &lt;br /&gt;
&lt;br /&gt;
== Factories and Components ==&lt;br /&gt;
&lt;br /&gt;
Each faction owns a number of factories. These factories are divided up based on the types of [[units]] they can produce. For example, you can have an Assault Mek factory or a Light Aero factory. Factories require components to produce units, and factions produce components based on the planets they own and the activity of their players. Every 15 minutes there is a [[tick]], and at the tick, the faction produces new components. These components are a communal resource owned at the faction level, and they may be used by any player in the faction. &lt;br /&gt;
&lt;br /&gt;
A player may use a factory to produce a unit at any time. Doing so costs the player [[resources|C-bills and influence]], and it costs the faction components. It also deactivates that factory for a period of time. Buying a unit will produce a random new unit from the faction's [[build table]] directly into that player's hangar, and it will de-activate the factory for a period of time. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Weight Class&lt;br /&gt;
! C-Bills&lt;br /&gt;
! Influence&lt;br /&gt;
! Components&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Mech&lt;br /&gt;
|Light&lt;br /&gt;
|1,200&lt;br /&gt;
|50&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|2,500&lt;br /&gt;
|80&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|4,000&lt;br /&gt;
|100&lt;br /&gt;
|50,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|6,000&lt;br /&gt;
|130&lt;br /&gt;
|90,000&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Vehicle&lt;br /&gt;
|Light&lt;br /&gt;
|500&lt;br /&gt;
|30&lt;br /&gt;
|15,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|650&lt;br /&gt;
|50&lt;br /&gt;
|22,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|800&lt;br /&gt;
|70&lt;br /&gt;
|35,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|1,000&lt;br /&gt;
|90&lt;br /&gt;
|48,000&lt;br /&gt;
|-&lt;br /&gt;
|Infantry&lt;br /&gt;
|Light&lt;br /&gt;
|400&lt;br /&gt;
|20&lt;br /&gt;
|20,000&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;|Aero&lt;br /&gt;
|Light&lt;br /&gt;
|600&lt;br /&gt;
|40&lt;br /&gt;
|15,000&lt;br /&gt;
|-&lt;br /&gt;
|Medium&lt;br /&gt;
|1,200&lt;br /&gt;
|70&lt;br /&gt;
|30,000&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|1,500&lt;br /&gt;
|100&lt;br /&gt;
|40,000&lt;br /&gt;
|-&lt;br /&gt;
|Assault&lt;br /&gt;
|12,000&lt;br /&gt;
|200&lt;br /&gt;
|180,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Auto-Production ==&lt;br /&gt;
&lt;br /&gt;
If players do not buy a particular type of unit, components will pile up until they reach a cap. Once there are enough components to produce 30 new units(for all light units), or 20 new units(for all other weight classes), components will be used up in one of two ways. &lt;br /&gt;
&lt;br /&gt;
* Component destruction. The components will be simply lost, to no benefit. In the tick notification, you will get a message such as &amp;quot;An industrial accident destroys a substantial cache of Assault Mek components.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Auto-Production. The factory will produce a unit automatically, and donate it directly to the faction hangar, where players can purchase it. In the tick notification, you will get a message such as &amp;quot;Technicians assembled a Packrat LRPV PKR-T5 (ICE) at Brooks Incorporated on Kendall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Units that are added to the faction hangar are visible to all members of the faction, and may be purchased for half the usual price. Much like purchasing from a factory, however, individual units cannot be chosen - when buying &amp;quot;used&amp;quot; units, you get a random unit from the faction hangar of the appropriate type and weight class. &lt;br /&gt;
&lt;br /&gt;
Auto-production is more common for lighter units, and destruction of components is more common for heavier units. Generally, each faction will have a strategy for which units they try to auto-produce versus which ones they expect players to buy directly from factories. Since buying from the faction hangar is much cheaper than buying directly from the factory, auto-production is a good way to save a lot of C-bills and influence for faction members, but it produces fewer units overall due to the chance of component destruction. Read your faction's [https://en.wikipedia.org/wiki/Motd_(Unix) MOTD] to see what you should do with each weight class. &lt;br /&gt;
&lt;br /&gt;
== Production Levels ==&lt;br /&gt;
&lt;br /&gt;
Component production is entirely based on player activity. If your faction has no players who are either [[active]] or [[battling]], then you will produce no components. Battling players count towards production at a flat rate for as long as the battle lasts, while active players count differently depending on how many active armies they have. Much like farming [[resources|influence]] by going active, having multiple armies at different BV levels will increase how much you count towards production while you're active. As a rule of thumb, being active with 3-4 armies is roughly equal to being in a battle. Component production is important, since it dictates how many units your faction will produce over time, and faction production is the most effective way of producing overall. Even if you can't find a fight, you should make a habit of going active whenever you can get away with it.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Getting_Started&amp;diff=1739</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Getting_Started&amp;diff=1739"/>
		<updated>2017-05-13T22:16:21Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Graduation */ I misunderstood the periphery, correcting my error.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guide looks to help new players as a place to start, walking through a few important concepts, getting into a battle and other important aspects to start with. &lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
* You will need to install the software to play. See the [[installation procedure]] if you haven't already done this. &lt;br /&gt;
* Catalyst Game Labs, the company that publishes BattleTech, has a free version of the basic game rules available [http://bg.battletech.com/downloads here]. This is an excellent overview of the majority of the rules used in MegaMek. &lt;br /&gt;
* The server has its own rules, regarding accounts, army composition, sportsmanship, and the like, available [[Rules|here]]. &lt;br /&gt;
* You can jump right into the action, if you like, but if you want to get some tips on how to play well, see the [[basic strategies]] article, or the [http://www.mekwars.org/forum/viewtopic.php?f=13&amp;amp;t=8084 tactical guides post] on the forum. &lt;br /&gt;
&lt;br /&gt;
== Solaris Training Company ==&lt;br /&gt;
After logging in and registering, new players are assigned into the [[Solaris Training Company]] and given a hangar of random training units. The Solaris Training Company exists as a separate faction for new players to learn the ropes with no risk.&lt;br /&gt;
&lt;br /&gt;
The hangar full of units are temporary training units that cannot be destroyed permanently in battle. These units only exist while the player remains in Solaris - once they leave, these training units will disappear, and be replaced with a new(and generally better) selection of units from their new faction. The new player also starts with a limited number of [[Resources|C-Bills]], which will remain with the new player after they leave the training faction, unlike the units within the player's hangar.&lt;br /&gt;
&lt;br /&gt;
To leave the Solaris Training Company, a player must earn 100 experience. After this point he/she will be able to declare for a faction. This process is described more below. &lt;br /&gt;
&lt;br /&gt;
== Preparing for Battle ==&lt;br /&gt;
[[File:Hangar.JPG|right|300px|thumb|This hangar consists of a number of training units, including plenty of Meks, tanks, infantry, and aero. One army exists as well, which is legal for a tutorial-ground operation.]]&lt;br /&gt;
Before a new player can head to war, at least one legal army must exist in his/her hangar to initiate a battle. By pressing the &amp;quot;Create Army&amp;quot; button in the Hangar tab, a new empty army is created. Various [[Units]] can be dragged into and out of the army. [[Army Construction]] has specific yet easy-to-follow rules for each and every battle. Further, each [[Operations|Operation]] has specific army and unit restrictions, whether by weight, MP, or BV. Check the operation carefully to see what is needed to be eligible for a given operation. A player can also right click an army and select &amp;quot;Check Access&amp;quot; to be given a list of operations that that army is legal for. In general, a unit of 4 Mechs in the same BV range(try to keep the gap between highest and lowest to 500 BV or so) will almost always be legal for most forms of combat you'll care about. If you're having trouble, ask in the main chat channel - someone will usually be happy to help.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
To start there are not many actions available to new players due to the lack of experience points. To earn necessary experience and in general learn the ropes of BattleTech, MegaMek and MekWars, new players must [[Battling|Battle]]. Usually an attacker would have a choice between [[Operations]] depending on the army, however as a new player within Solaris, the only operations available at the beginning are tutorial battles, specifically [[Operation/Tutorial|Ground Tutorial]] and [[Operation/Aero Tutorial|Aero Tutorial]]. Through the specific operations pages, the exact army composition and player requirements necessary to perform that operation.&lt;br /&gt;
&lt;br /&gt;
Once a legal army is created, consult the [[Battling]] page on how to start a battle.&lt;br /&gt;
&lt;br /&gt;
== Post-Battle ==&lt;br /&gt;
After a battle concludes, both players will withdraw from the front lines and lick their wounds. A battle log will be posted for you in the main chat channel, where you can see what happened to your units, and what rewards you got for fighting. As a Solaris player, your units will all be repaired if they were damaged, or replaced if they were destroyed, which makes post-battle cleanup much easier. While you're still in Solaris, the relevant rewards are:&lt;br /&gt;
&lt;br /&gt;
* [[Resources|XP]]. A player's XP is a simple measurement of how much fighting they've done. A Solaris player gets 50 XP for winning and 30 XP for losing, and you need 100 XP in order to graduate from Solaris. Once you graduate it's a bit more complicated, but it's also a lot less important. (Your mech pilots also gain XP over time, but since you'll get a whole new hangar of mechs when you leave Solaris, don't worry about that.)&lt;br /&gt;
&lt;br /&gt;
* [[Resources|C-Bills]]. C-Bills are the primary currency in MekWars. You use them for buying new Mechs, repairing damaged Mechs, expanding your hangar, and so on. As a Solaris player, you will get a very reduced C-Bill payout after a battle, but you don't need to pay for repairing or replacing your units, so your money will accumulate. Don't spend any until you leave Solaris. &lt;br /&gt;
&lt;br /&gt;
* [[Resources|RP]]. Reward Points are a special currency, usually used for buying harder-to-get types of units. Like C-Bills, you'll want to save these up until you leave Solaris. &lt;br /&gt;
&lt;br /&gt;
When you're in Solaris, that's it. You can jump straight into another fight if you like. Once you graduate, it gets a bit more complex, as you'll see below.&lt;br /&gt;
&lt;br /&gt;
== Graduation ==&lt;br /&gt;
After you've played a few games, you'll have 100 XP and be allowed to leave Solaris and move to a permanent faction. That's when the campaign really starts. &lt;br /&gt;
&lt;br /&gt;
Picking your faction is an important decision, and it's one you want to get right the first time. It's possible to move around, but defection has high costs, both in-game and in terms of the trust of your fellow players, so it's best avoided. &lt;br /&gt;
&lt;br /&gt;
Each faction is roughly the same on some levels - they all have factories that produce units you can buy, they all have other players who can help you, and so on. The differences are a bit subtler. If you prefer a faction for flavour reasons, you can go with it, but if you don't have a strong preference the two best things to look at are their performance in combat and their build tables. &lt;br /&gt;
&lt;br /&gt;
To see how well a faction has been doing, look at the Miscellaneous tab in the chat window - every 15 minutes, a status report on the campaign will be posted. Each faction will have their performance listed. For example, it may look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Free Worlds League (-569/29831), Periphery (-99/9701), Andurien-Canopus Alliance (+187/6311), Capellan Confederation (+481/9657).&lt;br /&gt;
&lt;br /&gt;
All values are in [[CP]], or Conquest Points, where 1 CP = 1% ownership of a typical planet. So at this point, the FWL is down 5.69 planets from their starting position on net, while the CC is up 4.81 planets on net. Generally speaking, the factions that do best tend to be the ones with the most veterans, and they'll be able to provide you with the most support. &lt;br /&gt;
&lt;br /&gt;
To see what units a faction produces, go to Help &amp;gt; Build Table Viewer. You don't buy individual units, you can usually only buy a unit class(e.g., a heavy Mek), so the build table shows you what the various types of units you're likely to get when you build are. The &amp;quot;Frequency&amp;quot; is the percentage chance of a given unit. Ignore the &amp;quot;Common&amp;quot; and Solaris build tables, you generally won't be buying off those. If one faction makes mechs more to your liking than another, you may want to go with them. And if all else fails, ask in Main chat who wants a newbie, and go with the faction that sounds most helpful. &lt;br /&gt;
&lt;br /&gt;
If players are not interested in the campaign and fighting for control of planets, they may wish to consider the [[Factions|Periphery]] - it has much less land transfer than other factions, and instead focuses on combat for its own sake.&lt;br /&gt;
&lt;br /&gt;
== Your First Real Fight ==&lt;br /&gt;
Once you're out of Solaris, you can begin to have fights that will affect the campaign as a whole. At the time you defect, you'll get a shiny new hangar full of units, and you'll have access to a faction chat channel. The faction channel will have a static &amp;quot;Message of the Day&amp;quot;(MOTD) at the top, giving a brief outline of your faction's current targets for battles and general strategy. Read it, though if there's anything you don't understand just ignore it for now. Also, introduce yourself to your new teammates. &lt;br /&gt;
&lt;br /&gt;
Several things will be different here. &lt;br /&gt;
* You'll fight using different [[operations]] than you did in Solaris - instead of Ground Tutorial, you'll fight with [[Operation/Ground Incursion|Ground Incursion]] if you're fighting on a planet where your faction has a significant foothold(20%+), or [[Operation/Drop Incursion|Drop Incursion]] if your faction doesn't. (Other operations exist, but those are the ones you'll be using 99% of the time when you start)&lt;br /&gt;
* You will need to go [[active]] in order to fight. You can still arrange fights via chat, but you'll need to visit the front lines. Players will generally respect arranged games, but there's always the risk of an unexpected attack. &lt;br /&gt;
* You will begin to care about new resources. &lt;br /&gt;
** Pilot XP will allow you to buy [[Pilot Skills|pilot skills]] to upgrade your units. You get it from having your pilots survive fights. &lt;br /&gt;
** [[Resources|Influence]] is a resource gained through actively defending your faction, and it's required for buying units and launching attacks. You get it for being [[active]] and for defending in battles. &lt;br /&gt;
* When you do fight, the results will have an impact on the campaign. Newer players are limited to lower-impact operations at first, but even still a fight can easily take 10% of a planet if you win, or lose 10% of a planet if you lose. A few such fights can have a fair bit of impact on the campaign. &lt;br /&gt;
* In a fight, your units can now be damaged, destroyed, and/or salvaged. Generally, a unit can be salvaged when the damage that took it out of the fight is more superficial - knocking off the head, for example. If the damage is more substantial, such as the engine's fusion bottle letting go, then the unit is generally destroyed outright and cannot be salvaged. Both sides have a chance to salvage destroyed units, though the winner has a higher chance. In practice, all your units that come back from a fight will also require at least a bit of [[repair]]. &lt;br /&gt;
* When you want new units, you will now have access to your faction's [[production]] and to the [[black market]]. &lt;br /&gt;
* You will have access to your faction's section of the forums. If you haven't registered, go to [[http://www.mekwars.org/forum/index.php the forums]], and register an account. Click User Control Panel at the top right, then Usergroups at the top of the panel that will appear below, then select the appropriate faction forum and request to join. It may take a few days to approve your request. &lt;br /&gt;
&lt;br /&gt;
Congratulations - you're now a real MechWarrior, ready to take on the enemy hordes for the glory of your chosen faction. Have fun!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Solaris_Training_Company&amp;diff=1738</id>
		<title>Solaris Training Company</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Solaris_Training_Company&amp;diff=1738"/>
		<updated>2017-05-13T22:10:48Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Added info on non-SOL players fighting tutorials.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Solaris Training Company is the new player faction in MekWars, housing new players for a few games until they have sufficient experience with the software and the camapign setting to move into a permanent [[faction]]. Solaris players operate under substantially different rules than other players:&lt;br /&gt;
&lt;br /&gt;
* Solaris units are never damaged or destroyed. They are always repaired to full effectiveness after a fight, regardless of what happens in the fight. &lt;br /&gt;
* Solaris players get substantially reduced [[Resources|C-Bill]] payouts from their fights. &lt;br /&gt;
* Solaris players can only play the tutorial operations, [[Operation/Ground Tutorial|Ground Tutorial]] and [[Operation/Aero Tutorial|Aero Tutorial]].&lt;br /&gt;
* Solaris players do not need to activate their armies in order to fight. &lt;br /&gt;
&lt;br /&gt;
A player can leave Solaris after gaining 100 player experience, which takes 2-4 games depending on their performance. For more information, see [[Getting Started]].&lt;br /&gt;
&lt;br /&gt;
Experienced players can fight against players in Solaris, and get several additional bonuses for doing so:&lt;br /&gt;
* Units are not damaged or destroyed in tutorial matches, even for non-Solaris players. &lt;br /&gt;
* You can attack from reserve, and do not need to go [[active]].&lt;br /&gt;
* Being in a tutorial battle counts double for your faction's [[production]] compared to a normal battle.&lt;br /&gt;
* [[Elo]] ratings are not changed by tutorial matches. &lt;br /&gt;
* You still gain [[resources]] from the battle:&lt;br /&gt;
** You gain XP as normal&lt;br /&gt;
** Your pilots gain XP as normal(with no chance of death)&lt;br /&gt;
** You gain C-Bills at a lower rate than a normal battle(but with no repair/replacement costs, so it's pure profit)&lt;br /&gt;
** You earn some influence, regardless of who the attacker is, and attacking costs no influence. &lt;br /&gt;
** You gain more RP than a typical match&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Repair&amp;diff=1737</id>
		<title>Repair</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Repair&amp;diff=1737"/>
		<updated>2017-05-13T13:14:26Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;After a unit is damaged or salvaged in battle, you will generally want to repair it. &lt;br /&gt;
&lt;br /&gt;
The simplest form of repair is reloading ammunition. This is instantaneous, and can be done without the services of a technician. It does cost a small amount of [[Resources|C-Bills]], generally about 100 per ton of ammo for specialty ammunitions, or less for regular ammunition. &lt;br /&gt;
&lt;br /&gt;
All other repairs will require technicians and time. Each individual repair - a given section of armour or internal, or a given critical - will require the services of a single technician as well as some amount of C-Bills. Each repair type has a base time(listed as &amp;quot;hours&amp;quot;, which are RL seconds), a base cost in C-Bills, and a base roll. You can also increase the time spent and cost to reduce the roll - each +1 on the roll increases the cost somewhat and doubles the time taken. The other way to increase the roll is to use a better technician. Technicians come in four skill levels - Green, Regular, Veteran, and Elite. Each level of technician gets +1 higher rolls than the previous level, but their work costs slightly more. You can only hire Green or Regular techs, at 100 C-Bills per and 200 C-Bills per respectively - higher levels can only be gained by having them do repairs and improve their skills. Some technicians will also be lost as you do repairs, so you'll need to hire replacements occasionally. As a starting player, the usual advice is to hire 10 green technicians to start. To hire technicians, go to Campaign -&amp;gt; Personnel &amp;gt; Techs -&amp;gt; Hire Techs. You'll never want to fire them. &lt;br /&gt;
&lt;br /&gt;
It is important to note that a failed roll has no consequences other than wasted time and money. Failed repairs do not damage the unit in any way. &lt;br /&gt;
&lt;br /&gt;
The result of this mechanic is that keeping your costs low is an optimization question. It's possible to keep your rolls very low by using good techs and having them spend a while on it, but it'll cost more, and after a while diminishing returns sets in. In many cases, the lowest expected costs comes from using average-quality techs on a middling roll, instead of giving it to your elites and having them slave away for days. &lt;br /&gt;
&lt;br /&gt;
You can use the specific repair option if you want to get a better feel for the system, but in practice the Bulk Repair option is best for regular use, since it calculates the expected costs of repairs for you. Bulk repair doesn't always default to the single lowest-average-cost option, but it comes pretty close, so you can use it as-is without fretting too much in most cases.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1736</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1736"/>
		<updated>2017-05-13T10:47:49Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Noticed a zero-production tick for my faction, and realized that when I was looking at this info previously, there'd always been players battling, so I'd assumed base production existed. Corrected my misapprehension.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is used to add new units to the game, which allows players to replace lost units and expand their hangars. &lt;br /&gt;
&lt;br /&gt;
Each faction owns a number of factories, and these factories produce units of particular types - for example, you can have an Assault Mek factory or a Light Aero factory. Factories require components to produce units, and factions produce components based on the planets they own and the activity of their players. Every 15 minutes there is a game tick, and at the game tick, the faction produces new components. &lt;br /&gt;
&lt;br /&gt;
Components accumulate until they are used. A player may click on one of their faction's factories to produce a new unit, using a set number of components of the appropriate type from the faction's component pool. They will also need to pay [[Resources|C-Bills and influence]] to buy this unit. Buying a unit will produce a random new unit from the faction's build table directly into that player's hangar, and it will de-activate the factory for a period of time. &lt;br /&gt;
&lt;br /&gt;
If components accumulate past a certain point, then they will be consumed automatically to prevent an excess from building up. For light units, this cap is enough components to produce 30 new units, and for all other weight classes, the cap is enough components to produce 20 new units. If the cap is reached, components components may be destroyed, or they may be used for automatic production. If components are destroyed, a message will show up in Miscellaneous chat as part of the tick notification saying something like &amp;quot;A large number of Assault Aero components were donated to the Salvation Army&amp;quot;, and the component stockpile of the faction will be reduced accordingly. If auto-production happens instead, the message will instead be something like &amp;quot;A new HBK-4G was created at your Medium Mek factory on Terra!&amp;quot;. In this case, a new Mech will be added to your faction's hangar, which can then be bought by players. Auto-production is more common for lighter units, and destruction of components is more common for heavier units. &lt;br /&gt;
&lt;br /&gt;
Generally, each faction will have a strategy for which units they try to auto-produce versus which ones they expect players to buy directly from factories. Since buying from the faction hangar is half the cost of buying directly from the factory, auto-production is a good way to save a lot of C-bills and influence for faction members, but it produces fewer units overall due to the chance of component destruction. Read your faction's [https://en.wikipedia.org/wiki/Motd_(Unix) MOTD] to see what you should do with each weight class. &lt;br /&gt;
&lt;br /&gt;
Component production is entirely based on player activity. If your faction has no players who are either [[active]] or [[battling]], then you will produce no components. Battling players count towards production at a flat rate for as long as the battle lasts, while active players count differently depending on how many active armies they have. Much like farming [[resources|influence]] by going active, having multiple armies at different BV levels will increase how much you count towards production while you're active. As a rule of thumb, being active with 3-4 armies is roughly equal to being in a battle. Component production is important, since it dictates how many units your faction will produce over time, and faction production is the most effective way of producing overall. Even if you can't find a fight, you should make a habit of going active whenever you can get away with it.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1734</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1734"/>
		<updated>2017-05-12T16:56:15Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Hopefully this is more copyright-amenable, while still being useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, and it is true in Battletech! The more you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour. However, if they already have holes in their front armour, don't go backstabbing - fresh thin armour is still stronger than thick armour that you've already destroyed. &lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortably concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
You should generally try to memorize the ranges of various weapons - there's only a few different range profiles that get used in game, and almost all of them will come up quite a lot. Within a few games of starting, you should be able to look at a mech's weapons page and know roughly what that mech's preferred range to fight at is. It can help to think of units as &amp;quot;brawlers&amp;quot;, &amp;quot;snipers&amp;quot;, or &amp;quot;all-arounders&amp;quot; when deciding where to put them - a Catapult wants to sit a lot further away from the fight than a Hunchback, for example. &lt;br /&gt;
&lt;br /&gt;
If your opponent has a lot of long-range weapons and you have a lot of short-range weapons, you will want to close the range as fast as possible, so that he can't just stand back and pummel you from long range. If you're the one with an advantage at long ranges, then you may want to reach long range(perhaps 10-15 hexes, depending on the weapon mixes) and then start backing up as you fire to keep the fight at your preferred range for as long as you can. A short-range enemy who can't close the range with you very quickly might well lose a whole mech or two as they're trying to get to grips with you, while you barely get your paint scratched, and that can easily decide the fight. &lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Watch your heat! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Sometimes it's worth overheating, but only do it if you have important shots on good numbers. Firing with a to-hit number of 12+ generates just as much heat as firing at a 2+, but it will do a lot less damage on average. As a rule of thumb, try not to run up your heat for any shots that have an 8+ to-hit number. &lt;br /&gt;
* Walking and running generate 1 and 2 heat, and jumping generates 1 per hex moved, so keep that in mind if you want to fire multiple weapons. &lt;br /&gt;
* You can inflict heat on your enemies. Flamers, Inferno SRMs, and engine crits all cause heat accumulation, and these can make a big difference to your heat total, or to your enemy's, if used properly. If you see that an enemy has run up their heat, you can try to target them with these weapons and force penalties, or maybe even a shutdown or an ammo explosion. &lt;br /&gt;
* If your mech is badly battered and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Pilot_Skills&amp;diff=1733</id>
		<title>Pilot Skills</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Pilot_Skills&amp;diff=1733"/>
		<updated>2017-05-12T15:53:39Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Cleaning up formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several skills pilots can take to increase their effectiveness. A new pilot may sometimes start with some upgrades, but generally upgrading these skills requires [[Resources|Pilot XP]]. &lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
=== Gunnery Skill ===&lt;br /&gt;
*'''XP Cost:''' 100, plus 100 for each piloting/gunnery skill upgrade you have already taken.&lt;br /&gt;
*'''Effect:''' Your pilot's in-game gunnery skill is improved by 1.&lt;br /&gt;
*'''BV Modifier:''' +20%&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Natural Aptitude: Gunnery ===&lt;br /&gt;
*'''XP Cost:''' 100&lt;br /&gt;
*'''Effect:''' Your gunnery skill may be improved to be 2 better than your piloting skill, instead of being forced to keep them within 1 of each other(e.g., you can upgrade a 4/5 pilot to 3/5, instead of needing to make them 4/4 and then 3/4)&lt;br /&gt;
*'''BV Modifier:''' None&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Melee Specialist ===&lt;br /&gt;
*'''XP Cost:''' 150 &lt;br /&gt;
*'''Effect:''' Melee attacks deal +1 damage, and the defender's movement penalty on melee attack rolls is reduced by 1(minimum 0). &lt;br /&gt;
*'''BV Modifier:''' +1 per ton of unit weight.&lt;br /&gt;
*'''Availability''': Mechs&lt;br /&gt;
&lt;br /&gt;
== Piloting ==&lt;br /&gt;
=== Piloting Skill ===&lt;br /&gt;
*'''XP Cost:''' 100, plus 100 for each piloting/gunnery skill upgrade you have already taken.&lt;br /&gt;
*'''Effect:''' Your pilot's in-game piloting skill is improved by 1.&lt;br /&gt;
*'''BV Modifier:''' +15%&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Natural Aptitude: Piloting ===&lt;br /&gt;
*'''XP Cost:''' 100&lt;br /&gt;
*'''Effect:''' Your piloting skill may be improved to be 2 better than your gunnery skill, instead of being forced to keep them within 1 of each other(e.g., you can upgrade a 4/3 pilot to 4/2, instead of needing to make them 3/3 and then 3/2)&lt;br /&gt;
*'''BV Modifier:''' None&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Maneuvering Ace === &lt;br /&gt;
*'''XP Cost:''' 100 &lt;br /&gt;
*'''Effect:''' Biped Mechs and vehicles may sidestep like a quad Mech. Quad mechs have the cost of sidestepping reduced from 2 MP to 1 MP. You get a -1 to-hit modifier on skidding rolls. &lt;br /&gt;
*'''BV Modifier:''' +8 per point of top speed.&lt;br /&gt;
*'''Availability''': Mechs and Vehicles&lt;br /&gt;
&lt;br /&gt;
=== Dodge Maneuver ===&lt;br /&gt;
*'''XP Cost:''' 150 &lt;br /&gt;
*'''Effect:''' You may forego physical attacks to instead gain a +2 defensive bonus against physical attacks this round.&lt;br /&gt;
*'''BV Modifier:''' +50&lt;br /&gt;
*'''Availability''': Mechs&lt;br /&gt;
&lt;br /&gt;
=== Pain Resistance ===&lt;br /&gt;
*'''XP Cost:''' 50 &lt;br /&gt;
*'''Effect:''' +1 to all rolls to determine consciousness. Damage on ammo explosions is reduced to 1. &lt;br /&gt;
*'''BV Modifier:''' +30 per ammo critical on the Mech.&lt;br /&gt;
*'''Availability''': Mechs&lt;br /&gt;
&lt;br /&gt;
==Campaign==&lt;br /&gt;
=== Astech ===&lt;br /&gt;
*'''XP Cost:''' 100 &lt;br /&gt;
*'''Effect:''' Dramatically reduced repair costs for this unit. &lt;br /&gt;
*'''BV Modifier:''' None&lt;br /&gt;
*'''Availability''': Mechs and Vehicles&lt;br /&gt;
&lt;br /&gt;
=== Survivalist ===&lt;br /&gt;
*'''XP Cost:''' 30 &lt;br /&gt;
*'''Effect:''' +20% chance of pilot survival if the pilot ejects in combat and is left on the field.&lt;br /&gt;
*'''BV Modifier:''' None&lt;br /&gt;
*'''Availability''': Mechs&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1732</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1732"/>
		<updated>2017-05-12T15:50:29Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: I was a dummy and forgot copyright concerns.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, and it is true in Battletech! The more you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortably concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Watch your heat! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Sometimes it's worth overheating, but only do it if you have important shots on good numbers. Firing with a to-hit number of 12+ generates just as much eat as firing at a 2+, but it will do a lot less damage on average. As a rule of thumb, try not to run up your heat for any shots that have an 8+ to-hit number. &lt;br /&gt;
* Walking and running generate 1 and 2 heat, and jumping generates 1 per hex moved, so keep that in mind if you want to fire multiple weapons. &lt;br /&gt;
* You can inflict heat on your enemies. Flamers in Heat mode give the enemy 2 heat, Inferno missiles give them 2 each for 3 rounds, and engine crits generate 5 heat per crit per turn. These things can really ramp up heat totals, for you or your enemy. If you see that an enemy has run up their heat, you can try to target them with these weapons and force penalties, or even a shutdown or an ammo explosion. &lt;br /&gt;
* If your mech is badly battered and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1731</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1731"/>
		<updated>2017-05-12T15:17:34Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Weapon ranges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, and it is true in Battletech! The more you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortably concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
Ranges for mech and vehicle weapons are fairly simple in this server, as we only use Level 1 weapons. You should know all these by heart(except maybe the AC/2) within a few games. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
! Weapon(s)&lt;br /&gt;
! Minimum Range        &lt;br /&gt;
! Short Range        &lt;br /&gt;
! Medium Range        &lt;br /&gt;
! Long Range        &lt;br /&gt;
|-&lt;br /&gt;
|Small Laser, Machine Gun, Flamer        &lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Medium Laser, SRM(all), AC/20        &lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Large Laser, AC/10        &lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|PPC, AC/5        &lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|LRM(all)        &lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|AC/2        &lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Watch your heat! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Sometimes it's worth overheating, but only do it if you have important shots on good numbers. Firing with a to-hit number of 12+ generates just as much eat as firing at a 2+, but it will do a lot less damage on average. As a rule of thumb, try not to run up your heat for any shots that have an 8+ to-hit number. &lt;br /&gt;
* Walking and running generate 1 and 2 heat, and jumping generates 1 per hex moved, so keep that in mind if you want to fire multiple weapons. &lt;br /&gt;
* You can inflict heat on your enemies. Flamers in Heat mode give the enemy 2 heat, Inferno missiles give them 2 each for 3 rounds, and engine crits generate 5 heat per crit per turn. These things can really ramp up heat totals, for you or your enemy. If you see that an enemy has run up their heat, you can try to target them with these weapons and force penalties, or even a shutdown or an ammo explosion. &lt;br /&gt;
* If your mech is badly battered and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1730</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1730"/>
		<updated>2017-05-12T14:29:38Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Weapon ranges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, and it is true in Battletech! The more you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortable concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
Ranges for mech and vehicle weapons are fairly simple in this server, as we only use Level 1 weapons. You should know all these by heart. &lt;br /&gt;
{|&lt;br /&gt;
! align=&amp;quot;left&amp;quot;| Weapon(s)&lt;br /&gt;
! Minimum Range&lt;br /&gt;
! Short Range&lt;br /&gt;
! Medium Range&lt;br /&gt;
! Long Range&lt;br /&gt;
|-&lt;br /&gt;
|Small Laser, Machine Gun, Flamer        &lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Medium Laser, SRM(all), AC/20        &lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Large Laser, AC/10        &lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|PPC, AC/5        &lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|LRM(all)        &lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|AC/2        &lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Watch your heat! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Sometimes it's worth overheating, but only do it if you have important shots on good numbers. Firing with a to-hit number of 12+ generates just as much eat as firing at a 2+, but it will do a lot less damage on average. As a rule of thumb, try not to run up your heat for any shots that have an 8+ to-hit number. &lt;br /&gt;
* Walking and running generate 1 and 2 heat, and jumping generates 1 per hex moved, so keep that in mind if you want to fire multiple weapons. &lt;br /&gt;
* You can inflict heat on your enemies. Flamers in Heat mode give the enemy 2 heat, Inferno missiles give them 2 each for 3 rounds, and engine crits generate 5 heat per crit per turn. These things can really ramp up heat totals, for you or your enemy. If you see that an enemy has run up their heat, you can try to target them with these weapons and force penalties, or even a shutdown or an ammo explosion. &lt;br /&gt;
* If your mech is badly battered and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1729</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1729"/>
		<updated>2017-05-12T14:29:13Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Weapon ranges */ (Much as I say you should know these all, I feel like the AC/2 range used to be 22, not 24)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, and it is true in Battletech! The more you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortable concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
Ranges for mech and vehicle weapons are fairly simple in this server, as we only use Level 1 weapons. You should know all these by heart. &lt;br /&gt;
{|&lt;br /&gt;
! align=&amp;quot;left&amp;quot;| Weapon(s)&lt;br /&gt;
! Minimum Range&lt;br /&gt;
! Short Range&lt;br /&gt;
! Medium Range&lt;br /&gt;
! Long Range&lt;br /&gt;
|-&lt;br /&gt;
|Small Laser, Machine Gun, Flamer&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Medium Laser, SRM(all), AC/20&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|9&lt;br /&gt;
|-&lt;br /&gt;
|Large Laser, AC/10&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|10&lt;br /&gt;
|15&lt;br /&gt;
|-&lt;br /&gt;
|PPC, AC/5&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|12&lt;br /&gt;
|18&lt;br /&gt;
|-&lt;br /&gt;
|LRM(all)&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|14&lt;br /&gt;
|21&lt;br /&gt;
|-&lt;br /&gt;
|AC/2&lt;br /&gt;
|4&lt;br /&gt;
|8&lt;br /&gt;
|16&lt;br /&gt;
|24&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Watch your heat! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Sometimes it's worth overheating, but only do it if you have important shots on good numbers. Firing with a to-hit number of 12+ generates just as much eat as firing at a 2+, but it will do a lot less damage on average. As a rule of thumb, try not to run up your heat for any shots that have an 8+ to-hit number. &lt;br /&gt;
* Walking and running generate 1 and 2 heat, and jumping generates 1 per hex moved, so keep that in mind if you want to fire multiple weapons. &lt;br /&gt;
* You can inflict heat on your enemies. Flamers in Heat mode give the enemy 2 heat, Inferno missiles give them 2 each for 3 rounds, and engine crits generate 5 heat per crit per turn. These things can really ramp up heat totals, for you or your enemy. If you see that an enemy has run up their heat, you can try to target them with these weapons and force penalties, or even a shutdown or an ammo explosion. &lt;br /&gt;
* If your mech is badly battered and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Getting_Started&amp;diff=1728</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Getting_Started&amp;diff=1728"/>
		<updated>2017-05-12T14:14:40Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Updated with some extra links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guide looks to help new players as a place to start, walking through a few important concepts, getting into a battle and other important aspects to start with. &lt;br /&gt;
&lt;br /&gt;
== The Basics ==&lt;br /&gt;
* You will need to install the software to play. See the [[installation procedure]] if you haven't already done this. &lt;br /&gt;
* Catalyst Game Labs, the company that publishes BattleTech, has a free version of the basic game rules available [http://bg.battletech.com/downloads here]. This is an excellent overview of the majority of the rules used in MegaMek. &lt;br /&gt;
* The server has its own rules, regarding accounts, army composition, sportsmanship, and the like, available [[Rules|here]]. &lt;br /&gt;
* You can jump right into the action, if you like, but if you want to get some tips on how to play well, see the [[basic strategies]] article, or the [http://www.mekwars.org/forum/viewtopic.php?f=13&amp;amp;t=8084 tactical guides post] on the forum. &lt;br /&gt;
&lt;br /&gt;
== Solaris Training Company ==&lt;br /&gt;
After logging in and registering, new players are assigned into the [[Solaris Training Company]] and given a hangar of random training units. The Solaris Training Company exists as a separate faction for new players to learn the ropes with no risk.&lt;br /&gt;
&lt;br /&gt;
The hangar full of units are temporary training units that cannot be destroyed permanently in battle. These units only exist while the player remains in Solaris - once they leave, these training units will disappear, and be replaced with a new(and generally better) selection of units from their new faction. The new player also starts with a limited number of [[Resources|C-Bills]], which will remain with the new player after they leave the training faction, unlike the units within the player's hangar.&lt;br /&gt;
&lt;br /&gt;
To leave the Solaris Training Company, a player must earn 100 experience. After this point he/she will be able to declare for a faction. This process is described more below. &lt;br /&gt;
&lt;br /&gt;
== Preparing for Battle ==&lt;br /&gt;
[[File:Hangar.JPG|right|300px|thumb|This hangar consists of a number of training units, including plenty of Meks, tanks, infantry, and aero. One army exists as well, which is legal for a tutorial-ground operation.]]&lt;br /&gt;
Before a new player can head to war, at least one legal army must exist in his/her hangar to initiate a battle. By pressing the &amp;quot;Create Army&amp;quot; button in the Hangar tab, a new empty army is created. Various [[Units]] can be dragged into and out of the army. [[Army Construction]] has specific yet easy-to-follow rules for each and every battle. Further, each [[Operations|Operation]] has specific army and unit restrictions, whether by weight, MP, or BV. Check the operation carefully to see what is needed to be eligible for a given operation. A player can also right click an army and select &amp;quot;Check Access&amp;quot; to be given a list of operations that that army is legal for. In general, a unit of 4 Mechs in the same BV range(try to keep the gap between highest and lowest to 500 BV or so) will almost always be legal for most forms of combat you'll care about. If you're having trouble, ask in the main chat channel - someone will usually be happy to help.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
To start there are not many actions available to new players due to the lack of experience points. To earn necessary experience and in general learn the ropes of BattleTech, MegaMek and MekWars, new players must [[Battling|Battle]]. Usually an attacker would have a choice between [[Operations]] depending on the army, however as a new player within Solaris, the only operations available at the beginning are tutorial battles, specifically [[Operation/Tutorial|Ground Tutorial]] and [[Operation/Aero Tutorial|Aero Tutorial]]. Through the specific operations pages, the exact army composition and player requirements necessary to perform that operation.&lt;br /&gt;
&lt;br /&gt;
Once a legal army is created, consult the [[Battling]] page on how to start a battle.&lt;br /&gt;
&lt;br /&gt;
== Post-Battle ==&lt;br /&gt;
After a battle concludes, both players will withdraw from the front lines and lick their wounds. A battle log will be posted for you in the main chat channel, where you can see what happened to your units, and what rewards you got for fighting. As a Solaris player, your units will all be repaired if they were damaged, or replaced if they were destroyed, which makes post-battle cleanup much easier. While you're still in Solaris, the relevant rewards are:&lt;br /&gt;
&lt;br /&gt;
* [[Resources|XP]]. A player's XP is a simple measurement of how much fighting they've done. A Solaris player gets 50 XP for winning and 30 XP for losing, and you need 100 XP in order to graduate from Solaris. Once you graduate it's a bit more complicated, but it's also a lot less important. (Your mech pilots also gain XP over time, but since you'll get a whole new hangar of mechs when you leave Solaris, don't worry about that.)&lt;br /&gt;
&lt;br /&gt;
* [[Resources|C-Bills]]. C-Bills are the primary currency in MekWars. You use them for buying new Mechs, repairing damaged Mechs, expanding your hangar, and so on. As a Solaris player, you will get a very reduced C-Bill payout after a battle, but you don't need to pay for repairing or replacing your units, so your money will accumulate. Don't spend any until you leave Solaris. &lt;br /&gt;
&lt;br /&gt;
* [[Resources|RP]]. Reward Points are a special currency, usually used for buying harder-to-get types of units. Like C-Bills, you'll want to save these up until you leave Solaris. &lt;br /&gt;
&lt;br /&gt;
When you're in Solaris, that's it. You can jump straight into another fight if you like. Once you graduate, it gets a bit more complex, as you'll see below.&lt;br /&gt;
&lt;br /&gt;
== Graduation ==&lt;br /&gt;
After you've played a few games, you'll have 100 XP and be allowed to leave Solaris and move to a permanent faction. That's when the campaign really starts. &lt;br /&gt;
&lt;br /&gt;
Picking your faction is an important decision, and it's one you want to get right the first time. It's possible to move around, but defection has high costs, both in-game and in terms of the trust of your fellow players, so it's best avoided. &lt;br /&gt;
&lt;br /&gt;
Each faction is roughly the same on some levels - they all have factories that produce units you can buy, they all have other players who can help you, and so on. The differences are a bit subtler. If you prefer a faction for flavour reasons, you can go with it, but if you don't have a strong preference the two best things to look at are their performance in combat and their build tables. &lt;br /&gt;
&lt;br /&gt;
To see how well a faction has been doing, look at the Miscellaneous tab in the chat window - every 15 minutes, a status report on the campaign will be posted. Each faction will have their performance listed. For example, it may look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Free Worlds League (-569/29831), Periphery (-99/9701), Andurien-Canopus Alliance (+187/6311), Capellan Confederation (+481/9657).&lt;br /&gt;
&lt;br /&gt;
All values are in [[CP]], or Conquest Points, where 1 CP = 1% ownership of a typical planet. So at this point, the FWL is down 5.69 planets from their starting position on net, while the CC is up 4.81 planets on net. Generally speaking, the factions that do best tend to be the ones with the most veterans, and they'll be able to provide you with the most support. &lt;br /&gt;
&lt;br /&gt;
To see what units a faction produces, go to Help &amp;gt; Build Table Viewer. You don't buy individual units, you can usually only buy a unit class(e.g., a heavy Mek), so the build table shows you what the various types of units you're likely to get when you build are. The &amp;quot;Frequency&amp;quot; is the percentage chance of a given unit. Ignore the &amp;quot;Common&amp;quot; and Solaris build tables, you generally won't be buying off those. If one faction makes mechs more to your liking than another, you may want to go with them. And if all else fails, ask in Main chat who wants a newbie, and go with the faction that sounds most helpful. &lt;br /&gt;
&lt;br /&gt;
Also, for new players, it's usually best to avoid the [[Factions|Periphery]]. They play very differently from the other factions, and it's best to get used to the game with one of the normal factions instead.&lt;br /&gt;
&lt;br /&gt;
== Your First Real Fight ==&lt;br /&gt;
Once you're out of Solaris, you can begin to have fights that will affect the campaign as a whole. At the time you defect, you'll get a shiny new hangar full of units, and you'll have access to a faction chat channel. The faction channel will have a static &amp;quot;Message of the Day&amp;quot;(MOTD) at the top, giving a brief outline of your faction's current targets for battles and general strategy. Read it, though if there's anything you don't understand just ignore it for now. Also, introduce yourself to your new teammates. &lt;br /&gt;
&lt;br /&gt;
Several things will be different here. &lt;br /&gt;
* You'll fight using different [[operations]] than you did in Solaris - instead of Ground Tutorial, you'll fight with [[Operation/Ground Incursion|Ground Incursion]] if you're fighting on a planet where your faction has a significant foothold(20%+), or [[Operation/Drop Incursion|Drop Incursion]] if your faction doesn't. (Other operations exist, but those are the ones you'll be using 99% of the time when you start)&lt;br /&gt;
* You will need to go [[active]] in order to fight. You can still arrange fights via chat, but you'll need to visit the front lines. Players will generally respect arranged games, but there's always the risk of an unexpected attack. &lt;br /&gt;
* You will begin to care about new resources. &lt;br /&gt;
** Pilot XP will allow you to buy [[Pilot Skills|pilot skills]] to upgrade your units. You get it from having your pilots survive fights. &lt;br /&gt;
** [[Resources|Influence]] is a resource gained through actively defending your faction, and it's required for buying units and launching attacks. You get it for being [[active]] and for defending in battles. &lt;br /&gt;
* When you do fight, the results will have an impact on the campaign. Newer players are limited to lower-impact operations at first, but even still a fight can easily take 10% of a planet if you win, or lose 10% of a planet if you lose. A few such fights can have a fair bit of impact on the campaign. &lt;br /&gt;
* In a fight, your units can now be damaged, destroyed, and/or salvaged. Generally, a unit can be salvaged when the damage that took it out of the fight is more superficial - knocking off the head, for example. If the damage is more substantial, such as the engine's fusion bottle letting go, then the unit is generally destroyed outright and cannot be salvaged. Both sides have a chance to salvage destroyed units, though the winner has a higher chance. In practice, all your units that come back from a fight will also require at least a bit of [[repair]]. &lt;br /&gt;
* When you want new units, you will now have access to your faction's [[production]] and to the [[black market]]. &lt;br /&gt;
* You will have access to your faction's section of the forums. If you haven't registered, go to [[http://www.mekwars.org/forum/index.php the forums]], and register an account. Click User Control Panel at the top right, then Usergroups at the top of the panel that will appear below, then select the appropriate faction forum and request to join. It may take a few days to approve your request. &lt;br /&gt;
&lt;br /&gt;
Congratulations - you're now a real MechWarrior, ready to take on the enemy hordes for the glory of your chosen faction. Have fun!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Pilot_Skills&amp;diff=1727</id>
		<title>Pilot Skills</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Pilot_Skills&amp;diff=1727"/>
		<updated>2017-05-12T14:06:04Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Maneuvering Ace */ Updated with how it works for quads.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are several skills pilots can take to increase their effectiveness. A new pilot may sometimes start with some upgrades, but generally upgrading these skills requires [[Resources|Pilot XP]]. &lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
=== Gunnery Skill ===&lt;br /&gt;
*'''XP Cost:''' 100, plus 100 for each piloting/gunnery skill upgrade you have already taken.&lt;br /&gt;
*'''Effect:''' Your pilot's in-game gunnery skill is improved by 1.&lt;br /&gt;
*'''BV Modifier:''' +20%&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Natural Aptitude: Gunnery ===&lt;br /&gt;
*'''XP Cost:''' 100&lt;br /&gt;
*'''Effect:''' Your gunnery skill may be improved to be 2 better than your piloting skill, instead of being forced to keep them within 1 of each other(e.g., you can upgrade a 4/5 pilot to 3/5, instead of needing to make them 4/4 and then 3/4)&lt;br /&gt;
*'''BV Modifier:''' None&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Melee Specialist ===&lt;br /&gt;
*'''XP Cost:''' 150 &lt;br /&gt;
*'''Effect:''' Melee attacks deal +1 damage, and the defender's movement penalty on melee attack rolls is reduced by 1(minimum 0). &lt;br /&gt;
*'''BV Modifier:''' +1 per ton of unit weight.&lt;br /&gt;
*'''Availability''': Mechs&lt;br /&gt;
&lt;br /&gt;
== Piloting ==&lt;br /&gt;
=== Piloting Skill ===&lt;br /&gt;
*'''XP Cost:''' 100, plus 100 for each piloting/gunnery skill upgrade you have already taken.&lt;br /&gt;
*'''Effect:''' Your pilot's in-game piloting skill is improved by 1.&lt;br /&gt;
*'''BV Modifier:''' +15%&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Natural Aptitude: Piloting ===&lt;br /&gt;
*'''XP Cost:''' 100&lt;br /&gt;
*'''Effect:''' Your piloting skill may be improved to be 2 better than your gunnery skill, instead of being forced to keep them within 1 of each other(e.g., you can upgrade a 4/3 pilot to 4/2, instead of needing to make them 3/3 and then 3/2)&lt;br /&gt;
*'''BV Modifier:''' None&lt;br /&gt;
*'''Availability''': All units&lt;br /&gt;
&lt;br /&gt;
=== Maneuvering Ace === &lt;br /&gt;
*'''XP Cost:''' 100 &lt;br /&gt;
*'''Effect:''' Biped Mechs and vehicles may sidestep like a quad Mech. Quad mechs have the cost of sidestepping reduced from 2 MP to 1 MP. You get a -1 to-hit modifier on skidding rolls. &lt;br /&gt;
*'''BV Modifier:''' +8 per point of top speed.&lt;br /&gt;
*'''Availability''': Mechs and Vehicles&lt;br /&gt;
&lt;br /&gt;
=== Dodge Maneuver ===&lt;br /&gt;
*'''XP Cost:''' 150 &lt;br /&gt;
*'''Effect:''' You may forego physical attacks to instead gain a +2 defensive bonus against physical attacks this round.&lt;br /&gt;
*'''BV Modifier:''' +50&lt;br /&gt;
*'''Availability''': Mechs&lt;br /&gt;
&lt;br /&gt;
=== Pain Resistance ===&lt;br /&gt;
*'''XP Cost:''' 50 &lt;br /&gt;
*'''Effect:''' +1 to all rolls to determine consciousness. Damage on ammo explosions is reduced to 1. &lt;br /&gt;
*'''BV Modifier:''' +30 per ammo critical on the Mech.&lt;br /&gt;
*'''Availability''': Mechs&lt;br /&gt;
&lt;br /&gt;
==Campaign==&lt;br /&gt;
=== Astech ===&lt;br /&gt;
*'''XP Cost:''' 100 &lt;br /&gt;
*'''Effect:''' Dramatically reduced repair costs for this unit. &lt;br /&gt;
*'''BV Modifier:''' Nil&lt;br /&gt;
*'''Availability''': Mechs and Vehicles&lt;br /&gt;
&lt;br /&gt;
=== Survivalist ===&lt;br /&gt;
*'''XP Cost:''' 30 &lt;br /&gt;
*'''Effect:''' +20% chance of pilot survival if the pilot ejects in combat and is left on the field.&lt;br /&gt;
*'''BV Modifier:''' 0&lt;br /&gt;
*'''Availability''': Mechs&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1723</id>
		<title>Basic strategies</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Basic_strategies&amp;diff=1723"/>
		<updated>2017-05-11T18:56:44Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Heat management */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In this page you'll find some basic strategies that everyone should know about.&lt;br /&gt;
&lt;br /&gt;
The main thing you'll want to be aware of is that BattleTech is, in great part, a game about mastering ''movement''. Shooting is easy. The hard part is positioning yourself so that you can fire adequately at the enemy, without the enemy being able to do the same to you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Strategies ==&lt;br /&gt;
&lt;br /&gt;
Here's what underlies the importance of getting that +1 modifier. Part of the data was obtained from [http://www.thedarkfortress.co.uk/tech_reports/2_dice_rolls.htm The Dark Fortress].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+2d6 probability distribution&lt;br /&gt;
|-&lt;br /&gt;
|Die roll&lt;br /&gt;
|Exact probability&lt;br /&gt;
|Result or more&lt;br /&gt;
|How easier to hit than at +1&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| 103%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
| 5.55&lt;br /&gt;
| 97.22&lt;br /&gt;
| 106%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
| 8.33&lt;br /&gt;
| 91.66&lt;br /&gt;
|110%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
| 11.11&lt;br /&gt;
| 83.33&lt;br /&gt;
|115%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|13.88&lt;br /&gt;
|72.22&lt;br /&gt;
|124%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
| 16.66&lt;br /&gt;
| 58.33&lt;br /&gt;
| 140%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
| 13.88&lt;br /&gt;
| 41.66&lt;br /&gt;
| 150%&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
| 11.11&lt;br /&gt;
| 27.77&lt;br /&gt;
| 166%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
| 8.33&lt;br /&gt;
| 16.66&lt;br /&gt;
| 200%&lt;br /&gt;
|-&lt;br /&gt;
|11&lt;br /&gt;
| 5.55&lt;br /&gt;
| 8.33&lt;br /&gt;
| 300%&lt;br /&gt;
|-&lt;br /&gt;
|12&lt;br /&gt;
| 2.77&lt;br /&gt;
| 2.77&lt;br /&gt;
| N/A&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Since shots are usually fired at 6-10 to-hit ranges, look at how significant the improvement for each +1 modifier is. It's one 1.5 times more likely to hit an 8+ shot than it is a 9+ shot! The effect compounds with every modifier that you add, especially if they are +2 or +3!&lt;br /&gt;
&lt;br /&gt;
This suggests two things when you're looking at the usual 6-10 to-hit ranges:&lt;br /&gt;
* Almost anything that makes you harder to hit is worth it!&lt;br /&gt;
* Almost anything that makes it easier to hit the opponent is worth it!&lt;br /&gt;
&lt;br /&gt;
If you are already shooting at a 5+, trying to get in a situation where you would get 4+ might not be worth it depending on how much more vulnerable that makes your mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Movement strategies ===&lt;br /&gt;
&lt;br /&gt;
Here's some things to keep in mind for movement.&lt;br /&gt;
&lt;br /&gt;
==== Speed is life! ====&lt;br /&gt;
&lt;br /&gt;
It was true for WW2 aviators, and it is true in Battletech! The more you move, the faster you are, and the harder you are to hit. Recall the movement modifiers to be hit:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+Movement modifiers&lt;br /&gt;
|-&lt;br /&gt;
|Hexes moved&lt;br /&gt;
|Modifier&lt;br /&gt;
|-&lt;br /&gt;
| 0-2&lt;br /&gt;
| +0&lt;br /&gt;
|-&lt;br /&gt;
| 3-4&lt;br /&gt;
| +1&lt;br /&gt;
|-&lt;br /&gt;
| 5-6&lt;br /&gt;
| +2&lt;br /&gt;
|-&lt;br /&gt;
| 7-9&lt;br /&gt;
| +3&lt;br /&gt;
|-&lt;br /&gt;
| 10+&lt;br /&gt;
| +4&lt;br /&gt;
|-&lt;br /&gt;
| Jumping&lt;br /&gt;
| +1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Here are some rough guidelines:&lt;br /&gt;
* If you have a 4/6 mech, '''walk at least 3 hexes, run at least 5!''' This gives you at least a +1 and +2 modifiers. This still allows you to either turn facing once, or to enter some terrain at a +1 modifier.&lt;br /&gt;
* For faster mechs, adapt the walk/run from at least 3/5 to something like 5/7, so they get +2 and +3 modifiers rather than +1 and +2.&lt;br /&gt;
* Try to end your turn with your mechs facing in a direction where they can do the movements described above - think ahead!&lt;br /&gt;
* If all you want to do is move one hex, but have enough movement, it is often still possible to get there in a roundabout fashion and get those modifiers!&lt;br /&gt;
&lt;br /&gt;
==== Initiative sinking ====&lt;br /&gt;
&lt;br /&gt;
Getting initiative defines whether you will be able to react to your enemy's actions or not. Managing it is therefore extremely important. You can minimise the impact of losing initiative with the following guidelines:&lt;br /&gt;
* Always &amp;quot;move&amp;quot; immobilised or prone units first.&lt;br /&gt;
* Move slow or long-range units next.&lt;br /&gt;
* Move fast units or damaged units later.&lt;br /&gt;
&lt;br /&gt;
This &amp;quot;sinks&amp;quot; your initiative into units who are unable to take active part in the fight, or who are less able to respond to enemy movements. This allows you to see what the enemy is doing before using your faster, higher damage mechs to respond to those moves.&lt;br /&gt;
&lt;br /&gt;
Fast units should be moved last because they can more easily be placed in flanking positions at optimum range when you know where the enemy is. Particularly damaged units should be moved last to guarantee that they are harder to hit. Move your damaged mech unit first, and your opponent will immediately close in for the killing blow!&lt;br /&gt;
&lt;br /&gt;
=== Attack strategies ===&lt;br /&gt;
&lt;br /&gt;
Ultimately, fights are about eliminating the opposition. The most efficient way to do this is to ''neutralise'' enemy mechs - not necessarily to ''destroy them''.&lt;br /&gt;
&lt;br /&gt;
Once the armour on a section (e.g. the left arm, LA) is destroyed, damage will be applied to the internal structure. Every time damage is applied to the internal structure, it might score &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;critical hits&amp;lt;/span&amp;gt;, which can cripple the enemy mechs. This frees you to destroy other mechs.&lt;br /&gt;
&lt;br /&gt;
Your objective, therefore, is to make sure you get inside the armour and cause critical hits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Firing order ====&lt;br /&gt;
&lt;br /&gt;
The order in which you fire your weapons - and your mechs - is important. Higher damage weapons have a higher chance of destroying armour, which means subsequent shots are more likely to hit internal structure. Here are two good guidelines:&lt;br /&gt;
* Shoot heavy damage weapons first to pierce the armour.&lt;br /&gt;
* Shoot cluster weapons last, to increase chances of hitting unarmoured sections.&lt;br /&gt;
&lt;br /&gt;
Here is an example. You fire 2 small lasers (3 damage) first, and then 1 large laser (8 damage) at an enemy mech. They all hit the CT of the enemy mech, which had 9 armour left. Alternatively, you fire the large laser first, and then the 2 small lasers.&lt;br /&gt;
# CT armour is hit by small laser, 6 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 3 armour left.&lt;br /&gt;
# CT armour is hit by large laser, 0 armour left. 5 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
vs&lt;br /&gt;
# CT armour is hit by large laser, 1 armour left.&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 2 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
# CT armour is hit by small laser, 0 armour left. 3 damage is transferred to internal structure. &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;Chance to crit!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The total damage done is the same, but the second ordering doubles the chances of critting, and possibly disabling, the enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Flanking ====&lt;br /&gt;
&lt;br /&gt;
You can increase the number of crits you deal by positioning yourself so that you focus fire on particular areas of an enemy mech. Here are some typical examples where this can be useful:&lt;br /&gt;
* An enemy mech has little armour on the LA. Try to shot him on his left side!&lt;br /&gt;
* You have a 20% chance of hitting a ''specific'' leg on a side hit, vs 11% on a front/rear hit. Use high-damage side shots to put fast mechs out of the fight!&lt;br /&gt;
* Side shots also increase the probability of hitting the torso on that specific side.&lt;br /&gt;
* A side kick ensures a hit to the leg that is being kicked, making it easier to destroy or crit that leg.&lt;br /&gt;
* Rear armour is usually thin, making it much easier to penetrate than front armour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This should highlight the importance of knowing how to sink your init and subsequently positioning yourself to increase the probabilities of disabling an enemy mech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Weapon ranges ====&lt;br /&gt;
&lt;br /&gt;
Before every fight, examine your mechs and the enemy mechs closely and figure out their &amp;quot;optimal&amp;quot; firing ranges. Every time that you move, try to make sure that:&lt;br /&gt;
* You can get better range than the enemy. Get within his minimum range, or stay just outside his range bracket, while you stay inside yours.&lt;br /&gt;
* After the remaining enemy mechs move, they still cannot move to within a comfortable range bracket.&lt;br /&gt;
* You can comfortable concentrate effective fire on a single mech, in an attempt to knock him out soon.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heat management ====&lt;br /&gt;
&lt;br /&gt;
Heat management isn't as important as some other features, but if you're just starting these might help you.&lt;br /&gt;
* Watch your heat! You can go up to 4 heat before you start getting penalties.&lt;br /&gt;
* Sometimes it's worth overheating, but only do it if you have important shots on good numbers. Firing with a to-hit number of 12+ generates just as much eat as firing at a 2+, but it will do a lot less damage on average. As a rule of thumb, try not to run up your heat for any shots that have an 8+ to-hit number. &lt;br /&gt;
* Walking and running generate 1 and 2 heat, and jumping generates 1 per hex moved, so keep that in mind if you want to fire multiple weapons. &lt;br /&gt;
* You can inflict heat on your enemies. Flamers in Heat mode give the enemy 2 heat, Inferno missiles give them 2 each for 3 rounds, and engine crits generate 5 heat per crit per turn. These things can really ramp up heat totals, for you or your enemy. If you see that an enemy has run up their heat, you can try to target them with these weapons and force penalties, or even a shutdown or an ammo explosion. &lt;br /&gt;
* If your mech is badly battered and about to go down, fire everything you've got indiscriminately. Might as well go down fighting!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Getting_Started&amp;diff=1722</id>
		<title>Getting Started</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Getting_Started&amp;diff=1722"/>
		<updated>2017-05-11T18:39:17Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: /* Graduation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following guide looks to help new players as a place to start, walking through a few important concepts, getting into a battle and other important aspects to start with. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Solaris Training Company ==&lt;br /&gt;
After logging in and registering following the [[Installation procedure]], new players are assigned into the Solaris Training Company and given a hangar of random training units. The Solaris Training Company exists as a separate faction for new players to learn the ropes with no risk.&lt;br /&gt;
&lt;br /&gt;
The hangar full of units are temporary training units that cannot be destroyed permanently in battle. These units only exist while the player remains in Solaris - once they leave, these training units will disappear, and be replaced with a new(and generally better) selection of units from their new faction. The new player also starts with a limited number of [[Resources|C-Bills]], which will remain with the new player after they leave the training faction, unlike the units within the player's hangar.&lt;br /&gt;
&lt;br /&gt;
To leave the Solaris Training Company, a player must earn 100 experience. After this point he/she will be able to declare for a faction. This process is described more below. &lt;br /&gt;
&lt;br /&gt;
== Preparing for Battle ==&lt;br /&gt;
&lt;br /&gt;
[[File:Hangar.JPG|right|300px|thumb|This hangar consists of a number of training units, including plenty of Meks, tanks, infantry, and aero. One army exists as well, which is legal for a tutorial-ground operation.]]&lt;br /&gt;
Before a new player can head to war, at least one legal army must exist in his/her hangar to initiate a battle. By pressing the &amp;quot;Create Army&amp;quot; button in the Hangar tab, a new empty army is created. Various [[Units]] can be dragged into and out of the army. [[Army Construction]] has strict yet easy-to-follow rules for each and every battle. Further, each [[Operations|Operation]] has specific army and unit restrictions, whether by weight, MP, or BV. Check the operation carefully to see what is needed to be eligible for a given operation. A player can also right click an army and select &amp;quot;Check Access&amp;quot; to be given a list of operations that that army is legal for. In general, a unit of 4 Mechs in the same BV range(try to keep the gap between highest and lowest to 500 BV or so) will almost always be legal for most forms of combat you'll care about. If you're having trouble, ask in the main chat channel - someone will usually be happy to help.&lt;br /&gt;
&lt;br /&gt;
== Battle ==&lt;br /&gt;
&lt;br /&gt;
To start there are not many actions available to new players due to the lack of experience points. To earn necessary experience and in general learn the ropes of BattleTech, MegaMek and MekWars, new players must [[Battling|Battle]]. Usually an attacker would have a choice between [[Operations]] depending on the army, however as a new player within Solaris, the only operations available at the beginning are tutorial battles, specifically [[Operation/Tutorial|Ground Tutorial]] and [[Operation/Aero Tutorial|Aero Tutorial]]. Through the specific operations pages, the exact army composition and player requirements necessary to perform that operation.&lt;br /&gt;
&lt;br /&gt;
Once a legal army is created, consult the [[Battling]] page on how to start a battle.&lt;br /&gt;
&lt;br /&gt;
== Post-Battle ==&lt;br /&gt;
&lt;br /&gt;
After a battle concludes, both players will withdraw from the front lines and lick their wounds. A battle log will be posted for you in the main chat channel, where you can see what happened to your units, and what rewards you got for fighting. As a Solaris player, your units will all be repaired if they were damaged, or replaced if they were destroyed, which makes post-battle cleanup much easier. While you're still in Solaris, the relevant rewards are:&lt;br /&gt;
&lt;br /&gt;
* [[Resources|XP]]. A player's XP is a simple measurement of how much fighting they've done. A Solaris player gets 50 XP for winning and 30 XP for losing, and you need 100 XP in order to graduate from Solaris. Once you graduate it's a bit more complicated, but it's also a lot less important. (Your mech pilots also gain XP over time, but since you'll get a whole new hangar of mechs when you leave Solaris, don't worry about that.)&lt;br /&gt;
&lt;br /&gt;
* [[Resources|C-Bills]]. C-Bills are the primary currency in MekWars. You use them for buying new Mechs, repairing damaged Mechs, expanding your hangar, and so on. As a Solaris player, you will get a very reduced C-Bill payout after a battle, but you don't need to pay for repairing or replacing your units, so your money will accumulate. Don't spend any until you leave Solaris. &lt;br /&gt;
&lt;br /&gt;
* [[Resources|RP]]. Reward Points are a special currency, usually used for buying harder-to-get types of units. Like C-Bills, you'll want to save these up until you leave Solaris. &lt;br /&gt;
&lt;br /&gt;
When you're in Solaris, that's it. You can jump straight into another fight if you like. Once you graduate, it gets a bit more complex, as you'll see below.&lt;br /&gt;
&lt;br /&gt;
== Graduation ==&lt;br /&gt;
After you've played a few games, you'll have 100 XP and be allowed to leave Solaris and move to a permanent faction. That's when the campaign really starts. &lt;br /&gt;
&lt;br /&gt;
Picking your faction is an important decision, and it's one you want to get right the first time. It's possible to move around, but defection has high costs, both in-game and in terms of the trust of your fellow players, so it's best avoided. &lt;br /&gt;
&lt;br /&gt;
Each faction is roughly the same on some levels - they all have factories that produce units you can buy, they all have other players who can help you, and so on. The differences are a bit subtler. If you prefer a faction for flavour reasons, you can go with it, but if you don't have a strong preference the two best things to look at are their performance in combat and their build tables. &lt;br /&gt;
&lt;br /&gt;
To see how well a faction has been doing, look at the Miscellaneous tab in the chat window - every 15 minutes, a status report on the campaign will be posted. Each faction will have their performance listed. For example, it may look like this:&lt;br /&gt;
&lt;br /&gt;
&amp;gt; Free Worlds League (-569/29831), Periphery (-99/9701), Andurien-Canopus Alliance (+187/6311), Capellan Confederation (+481/9657).&lt;br /&gt;
&lt;br /&gt;
All values are in [[CP]], or Conquest Points, where 1 CP = 1% ownership of a typical planet. So at this point, the FWL is down 5.69 planets from their starting position on net, while the CC is up 4.81 planets on net. Generally speaking, the factions that do best tend to be the ones with the most veterans, and they'll be able to provide you with the most support. &lt;br /&gt;
&lt;br /&gt;
To see what units a faction produces, go to Help &amp;gt; Build Table Viewer. You don't buy individual units, you can usually only buy a unit class(e.g., a heavy Mek), so the build table shows you what the various types of units you're likely to get when you build are. The &amp;quot;Frequency&amp;quot; is the percentage chance of a given unit. Ignore the &amp;quot;Common&amp;quot; and Solaris build tables, you generally won't be buying off those. If one faction makes mechs more to your liking than another, you may want to go with them. And if all else fails, ask in Main chat who wants a newbie, and go with the faction that sounds most helpful. &lt;br /&gt;
&lt;br /&gt;
Also, for new players, it's usually best to avoid the [[Factions|Periphery]]. They play very differently from the other factions, and it's best to get used to the game with one of the normal factions instead.&lt;br /&gt;
&lt;br /&gt;
== Your First Real Fight ==&lt;br /&gt;
&lt;br /&gt;
Once you're out of Solaris, you can begin to have fights that will affect the campaign as a whole. At the time you defect, you'll get a shiny new hangar full of units, and you'll have access to a faction chat channel. The faction channel will have a static &amp;quot;Message of the Day&amp;quot;(MOTD) at the top, giving a brief outline of your faction's current targets for battles and general strategy. Read it, though if there's anything you don't understand just ignore it for now. Also, introduce yourself to your new teammates. &lt;br /&gt;
&lt;br /&gt;
Several things will be different here. &lt;br /&gt;
* You'll fight using different [[operations]] than you did in Solaris - instead of Ground Tutorial, you'll fight with [[Operation/Ground Incursion|Ground Incursion]] if you're fighting on a planet where your faction has a significant foothold(20%+), or [[Operation/Drop Incursion|Drop Incursion]] if your faction doesn't. (Other operations exist, but those are the ones you'll be using 99% of the time when you start)&lt;br /&gt;
* You will need to go [[active]] in order to fight. You can still arrange fights via chat, but you'll need to visit the front lines. Players will generally respect arranged games, but there's always the risk of an unexpected attack. &lt;br /&gt;
* You will begin to care about new resources. &lt;br /&gt;
** Pilot XP will allow you to buy [[Pilot Skills|pilot skills]] to upgrade your units. You get it from having your pilots survive fights. &lt;br /&gt;
** [[Resources|Influence]] is a resource gained through actively defending your faction, and it's required for buying units and launching attacks. You get it for being [[active]] and for defending in battles. &lt;br /&gt;
* When you do fight, the results will have an impact on the campaign. Newer players are limited to lower-impact operations at first, but even still a fight can easily take 10% of a planet if you win, or lose 10% of a planet if you lose. A few such fights can have a fair bit of impact on the campaign. &lt;br /&gt;
* In a fight, your units can now be damaged, destroyed, and/or salvaged. Generally, a unit can be salvaged when the damage that took it out of the fight is more superficial - knocking off the head, for example. If the damage is more substantial, such as the engine's fusion bottle letting go, then the unit is generally destroyed outright and cannot be salvaged. Both sides have a chance to salvage destroyed units, though the winner has a higher chance. In practice, all your units that come back from a fight will also require at least a bit of [[repair]]. &lt;br /&gt;
* When you want new units, you will now have access to your faction's [[production]] and to the [[black market]]. &lt;br /&gt;
* You will have access to your faction's section of the forums. If you haven't registered, go to [[http://www.mekwars.org/forum/index.php the forums]], and register an account. Click User Control Panel at the top right, then Usergroups at the top of the panel that will appear below, then select the appropriate faction forum and request to join. It may take a few days to approve your request. &lt;br /&gt;
&lt;br /&gt;
Congratulations - you're now a real MechWarrior, ready to take on the enemy hordes for the glory of your chosen faction. Have fun!&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1721</id>
		<title>Production</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Production&amp;diff=1721"/>
		<updated>2017-05-11T18:38:34Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Production is used to add new units to the game, which allows players to replace lost units and expand their hangars. &lt;br /&gt;
&lt;br /&gt;
Each faction owns a number of factories, and these factories produce units of particular types - for example, you can have an Assault Mek factory or a Light Aero factory. Factories require components to produce units, and factions produce components based on the planets they own and the activity of their players. Every 15 minutes there is a game tick, and at the game tick, the faction produces new components. &lt;br /&gt;
&lt;br /&gt;
Components accumulate until they are used. A player may click on one of their faction's factories to produce a new unit, using a set number of components of the appropriate type from the faction's component pool. They will also need to pay [[Resources|C-Bills and influence]] to buy this unit. Buying a unit will produce a random new unit from the faction's build table directly into that player's hangar, and it will de-activate the factory for a period of time. &lt;br /&gt;
&lt;br /&gt;
If components accumulate past a certain point, then they will be consumed automatically to prevent an excess from building up. For light units, this cap is enough components to produce 30 new units, and for all other weight classes, the cap is enough components to produce 20 new units. If the cap is reached, components components may be destroyed, or they may be used for automatic production. If components are destroyed, a message will show up in Miscellaneous chat as part of the tick notification saying something like &amp;quot;A large number of Assault Aero components were donated to the Salvation Army&amp;quot;, and the component stockpile of the faction will be reduced accordingly. If auto-production happens instead, the message will instead be something like &amp;quot;A new HBK-4G was created at your Medium Mek factory on Terra!&amp;quot;. In this case, a new Mech will be added to your faction's hangar, which can then be bought by players. Auto-production is more common for lighter units, and destruction of components is more common for heavier units. &lt;br /&gt;
&lt;br /&gt;
Generally, each faction will have a strategy for which units they try to auto-produce versus which ones they expect players to buy directly from factories. Since buying from the faction hangar is half the cost of buying directly from the factory, auto-production is a good way to save a lot of C-bills and influence for faction members, but it produces fewer units overall due to the chance of component destruction. Read your faction's [https://en.wikipedia.org/wiki/Motd_(Unix) MOTD] to see what you should do with each weight class. &lt;br /&gt;
&lt;br /&gt;
Component production can be increased substantially by player activity. A single player who goes active with multiple legal armies can more than double their faction's component production every tick, which can allow for many more units to be created over time. Even if you can't find a fight, it can help your faction's production immensely to make a habit of going active whenever you can get away with it.&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1720</id>
		<title>Main Page/Extras</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1720"/>
		<updated>2017-05-11T17:09:32Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*'''[http://bg.battletech.com/ The Official BattleTech Site]'''&lt;br /&gt;
*'''[http://www.sarna.net Sarna.Net - The BattleTech Wiki]'''&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1719</id>
		<title>Main Page/Extras</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1719"/>
		<updated>2017-05-11T17:09:17Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://bg.battletech.com/ The Official BattleTech Site]&lt;br /&gt;
*[http://www.sarna.net Sarna.Net - The BattleTech Wiki]&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1718</id>
		<title>Main Page/Extras</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Main_Page/Extras&amp;diff=1718"/>
		<updated>2017-05-11T17:08:59Z</updated>

		<summary type="html">&lt;p&gt;Alsadius: Want the front page to at least look finished, even if this isn't really what we want here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://bg.battletech.com/ The Official BattleTech Site]&lt;br /&gt;
[http://www.sarna.net Sarna.Net - The BattleTech Wiki]&lt;/div&gt;</summary>
		<author><name>Alsadius</name></author>
		
	</entry>
</feed>