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	<id>http://www.mekwars.org/mediawiki-1.34.1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Klingon</id>
	<title>MMNet Wiki - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php/Special:Contributions/Klingon"/>
	<updated>2026-04-12T09:34:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=385</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=385"/>
		<updated>2013-03-25T03:33:00Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars. This will give you a general idea of what's being talked about when players talk about these things in chat.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* Bays - Controls how many units you can have in your hangar at any one time. Different units require different amounts of bays--more for mechs, fewer for fighters, vehicles and infantry. Heavier units also require more bays than lighter units. You will already have some bays from how many your faction gets from the planets it controls; you can rent more if wanted.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Factions]] - Who belongs to what group, and what that actually MEANS.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased, for the purpose of matching it up against the smaller force. This is done individually for every match.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* [[Subfactions]] - a ranking system, affecting how deeply into the campaign a player is. Lower tiered players will have access to fewer operations; desirable for lesser-experienced players. Promotion to a higher tier is guaranteed if you meet the requirements, and want to be promoted.&lt;br /&gt;
* Techs - The amount of technicians you have available to perform repairs on your damaged units. Techs are categorized into 4 different experience levels--green, regular, veteran, elite. Higher level techs have a greater base probability to succeed in a repair, but cost more per hour to perform that repair. Techs are hired at green or regular, and get promoted and retire as they complete repairs; it is possible to run out of techs to perform repairs.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* [[Units]] - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=384</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=384"/>
		<updated>2013-03-25T02:16:48Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* Bays - Controls how many units you can have in your hangar at any one time. Different units require different amounts of bays--more for mechs, fewer for fighters, vehicles and infantry. Heavier units also require more bays than lighter units. You will already have some bays from how many your faction gets from the planets it controls; you can rent more if wanted.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Factions]] - Who belongs to what group, and what that actually MEANS.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased, for the purpose of matching it up against the smaller force. This is done individually for every match.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* [[Subfactions]] - a ranking system, affecting how deeply into the campaign a player is. Lower tiered players will have access to fewer operations; desirable for lesser-experienced players. Promotion to a higher tier is guaranteed if you meet the requirements, and want to be promoted.&lt;br /&gt;
* Techs - The amount of technicians you have available to perform repairs on your damaged units. Techs are categorized into 4 different experience levels--green, regular, veteran, elite. Higher level techs have a greater base probability to succeed in a repair, but cost more per hour to perform that repair. Techs are hired at green or regular, and get promoted and retire as they complete repairs; it is possible to run out of techs to perform repairs.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* [[Units]] - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=383</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=383"/>
		<updated>2013-03-25T02:16:29Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* Bays - Controls how many units you can have in your hangar at any one time. Different units require different amounts of bays--more for mechs, fewer for fighters, vehicles and infantry. Heavier units also require more bays than lighter units. You will already have some bays from how many your faction gets from the planets it controls; you can rent more if wanted.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [Factions] - Who belongs to what group, and what that actually MEANS.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased, for the purpose of matching it up against the smaller force. This is done individually for every match.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* [[Subfactions]] - a ranking system, affecting how deeply into the campaign a player is. Lower tiered players will have access to fewer operations; desirable for lesser-experienced players. Promotion to a higher tier is guaranteed if you meet the requirements, and want to be promoted.&lt;br /&gt;
* Techs - The amount of technicians you have available to perform repairs on your damaged units. Techs are categorized into 4 different experience levels--green, regular, veteran, elite. Higher level techs have a greater base probability to succeed in a repair, but cost more per hour to perform that repair. Techs are hired at green or regular, and get promoted and retire as they complete repairs; it is possible to run out of techs to perform repairs.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* [[Units]] - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=369</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=369"/>
		<updated>2013-03-24T19:12:18Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* Bays - Controls how many units you can have in your hangar at any one time. Different units require different amounts of bays--more for mechs, fewer for fighters, vehicles and infantry. Heavier units also require more bays than lighter units. You will already have some bays from how many your faction gets from the planets it controls; you can rent more if wanted.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased, for the purpose of matching it up against the smaller force. This is done individually for every match.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* [[Subfactions]] - a ranking system, affecting how deeply into the campaign a player is. Lower tiered players will have access to fewer operations; desirable for lesser-experienced players. Promotion to a higher tier is guaranteed if you meet the requirements, and want to be promoted.&lt;br /&gt;
* Techs - The amount of technicians you have available to perform repairs on your damaged units. Techs are categorized into 4 different experience levels--green, regular, veteran, elite. Higher level techs have a greater base probability to succeed in a repair, but cost more per hour to perform that repair. Techs are hired at green or regular, and get promoted and retire as they complete repairs; it is possible to run out of techs to perform repairs.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* [[Units]] - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Operations&amp;diff=304</id>
		<title>Operations</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Operations&amp;diff=304"/>
		<updated>2013-02-21T20:56:47Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''1. Patrol''', the original base op (a Regular Commander only has to know this one)&lt;br /&gt;
This is a basic Operation for Planets without Factories and involves a small landexchange. To get access to Patrol your army must range from 2000-8000 bv. The unit requirements differ within the two Versions of this operation, Militia and Strategic. The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum.&lt;br /&gt;
&lt;br /&gt;
'''2. Pillage''', the generic raid op&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. To get access to Pillage your army must range from 2000-11000 bv, must have a vehicle and an infantry unit. This requirement is added to the minimum unit requirement of Strategic - Pillage while Militia - Pillage has the tank already integrated. The [[:Category:MekWars_mechanisms|bv spread]] is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.&lt;br /&gt;
&lt;br /&gt;
'''3. Conquer''', the basic invasion type op&lt;br /&gt;
This is an invasion operation for all Planets except Capitols and involves a decent amount of landexchange. To get access to Conquer your army must range from 2000-12000 bv and have 4 non-Infantry units. There are Strategic and Militia versions and a maximum of 1 infantry units is allowed. Note that the topspeed units of this era are excluded from conquer missions and reserved for reconesque operations. The [[:Category:MekWars_mechanisms|bv spread]] is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For everyone interested in some more variation, a detailed list follows below:&lt;br /&gt;
&lt;br /&gt;
'''Strategic''' and '''Militia''' are Mech and Tank Separators. Operations with this Tag require to have 4 Mechs (Strategic) or 4 Tanks (Militia) before being unlocked. After this minimum requirement you may add whatever unit you wish (aside from Aerospace units). Your faction must control a minimum of 15% of a planet in order to launch a Militia operation on that planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting with Operations for Conquer Factions, these are divided into subgroups defined by the subfaction settings of this server. Higher Subfactions have access to all operation types if they only meet the requirements for the specific ops, such as bv-spread or speed requirements. Lower Subfactions cannot access Higher Subfaction Operations.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, the posted requirements are for the attacker only. The defender usually has a wide range of allowed army compositions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer Faction Subfaction 0 (Regular Commanders)''' has access to five different Operations against other Conquer Factions:&lt;br /&gt;
&lt;br /&gt;
'''Patrol:'''&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. &lt;br /&gt;
To get access to Strategic - Patrol your army must range from 2000-8000 bv, must have 4 Mechs which are less than 80 tons. A maximum of 1 infantry units is allowed and either groundspeed 4 or jump speed 3 is needed. &lt;br /&gt;
Militia - Patrol has no unit limits within the first 4 tanks and any unit thereafter.&lt;br /&gt;
The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Air Patrol:'''&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol and Factory Planets and involves a small landexchange. To get access to -Aero- Air Patrol your army must range from 1500-6000 bv, must have 2 - 6 aero units which are up to 100 tons. The [[:Category:MekWars_mechanisms|bv spread]] is 700 maximum. -Aero- Air Patrol has a higher Attack Range than Operations for Ground Units.&lt;br /&gt;
&lt;br /&gt;
'''Hit'n'Run:''' ([[Operation/Strategic - Hit'n'Run|Strategic]] | [[Operation/Militia - Hit'n'Run|Militia]])&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. &lt;br /&gt;
To get access to Strategic - Hit'n'Run your army must range from 2000-8000 bv, must have 4 Mechs which are less than 85 tons and have either walking speed 5 or can jump 4. No infantry is allowed for the attacker. &lt;br /&gt;
Militia - Hit'n'Run has the same requirements just that you need 4 Tanks instead of 4 Mechs.&lt;br /&gt;
The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum. There is a chance for deep deployment. The winner of a Hit'n'Run either delays the target factory for a short time or refreshes it for the same value. The attacker must have less than 1000 exp. This operation grants a lot of money to the attacker.&lt;br /&gt;
&lt;br /&gt;
'''Kingslayer:'''&lt;br /&gt;
This is the one and only Capitol Planet Operation and involves a good amount of landexchange. To get access to Kingslayer your army must have 4000 bv minimum and all units may not have less than 40 tons. There is no [[:Category:MekWars_mechanisms|bv spread]] and the pilots must have an average skillsum of 7.8 or lower. Both sides get Artillery support and additionally, the Defender gets a good amount of conventional mines to place.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
Overwatch:'''&lt;br /&gt;
This is an operation similar to Patrol with the following additions: it is AFR-only and the attacker recieves a small amount of artillery while the defender gets to place some conventional mines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer Faction Subfaction 1 (Frontline Commanders)''' has access to an additional seven different Operations against other Conquer Factions:&lt;br /&gt;
&lt;br /&gt;
'''Pillage:'''&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. &lt;br /&gt;
To get access to Strategic - Pillage your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry. &lt;br /&gt;
Militia - Pillage just requires 4 Tanks and an infantry unit.&lt;br /&gt;
The [[:Category:MekWars_mechanisms|bv spread]] is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.&lt;br /&gt;
&lt;br /&gt;
'''Capture:'''&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. &lt;br /&gt;
To get access to Strategic - Capture your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry which can at least walk 5 or jump 3. &lt;br /&gt;
Milita - Capture just requires 4 Tanks and an infantry unit besides the speed limit.&lt;br /&gt;
The [[:Category:MekWars_mechanisms|bv spread]] is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Capture grants artillery pieces for support to the attacking side and conventional mines for the defending. Winning a Capture attack steals some components and a unit from the faction bays as well as a unit(s) from the target factory. Winning a Capture defense refreshes the factory a bit and generates a good amount of components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer:'''&lt;br /&gt;
This is an invasion operation for all Planets with the exception of Capitols and involves a decent amount of landexchange. &lt;br /&gt;
To get access to Strategic - Conquer your army must range from 2000-12000 bv and have 4 Mechs. A maximum of 1 infantry is allowed and your Mechs may not have more than 6 Jump Jets. &lt;br /&gt;
Militia - Conquer has the same limitations but needs 4 Tanks instead of 4 Mechs.&lt;br /&gt;
The [[:Category:MekWars_mechanisms|bv spread]] is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Orbital Operation:'''&lt;br /&gt;
This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a small amount of landexchange. To get access to -Aero- Orbital Operation your army must range from 4000-18000 bv, must have 6 - 12 aero units which are up to 200 tons. The [[:Category:MekWars_mechanisms|bv spread]] is 1000 maximum. -Aero- Orbital Invasion has a higher Attack Range than Operations for Ground Units. Average skillsum is &amp;lt;=8.5.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Black Water Navy:'''&lt;br /&gt;
This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a decent amount of landexchange. To get access to -Aero- Black Water Navy your army must have at least 10000 bv and must have 9 - 30 aero units. There is no tonnage limit and no bv spread. -Aero- Black Water Navy has a higher Attack Range than Operations for Ground Units. Average skillsum is &amp;lt;=8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Faction-Unique Super Operation:'''&lt;br /&gt;
These Operations are unique for every faction and must take place on Factory Planets with the exception of Capitol Planets. To get access to your faction's unique operation - experiment! A general hint for everyone: No maximum bvs and the higher your armies are, the better the payout. Unit Requirements such as number of units involved and classes of units involved differ for every faction as well as different payouts, meta awards and pilot gains. The [[:Category:MekWars_mechanisms|bv spread]] is 1000 maximum and the rewards get better the higher your game bv is. &lt;br /&gt;
Supersize Me!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
Plunder:'''&lt;br /&gt;
This is an operation similar to Pillage with the following additions: it is AFR-only, requirements apply to attacker and defender, and always takes place in cities.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
City Conquer:'''&lt;br /&gt;
This is an operation similar to Conquer with the following additions: it is AFR-only, city operation and requirements apply to attacker and defender. defender support units are replaced with turrets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors: Allthough unconfirmed, the Great House's Intels suspect Comstar to be responsible for a few devastating attacks on selected targets. You may try to assault an HPG Station but beware Blake's Wrath!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Additionally, General Operations:'''&lt;br /&gt;
&lt;br /&gt;
'''Tutorial:'''&lt;br /&gt;
Armies legal for attacking tutorials have 1000-7000 total BV, have at least 4 non-infantry units and no more than 4 vehicles and 1 Infantry Platoons. Tutorials can only be launched against SOL, meks aren't lost in them and they only pay a few hundred cbills to the involved players.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Sim Flight:'''&lt;br /&gt;
This is a basic Operation for all Planets and involves no landexchange. It is allowed In-Faction and for all factions including SOL. To get access to -Aero- Sim Flight your army must range from 1-2499 bv, must have 1 - 5 aero units with no tonnage limit. There is no bv spread. -Aero- Sim Flight has a higher Attack Range than Operations for Ground Units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT PLAY A TOURNEY IF YOU DO NOT HAVE ENOUGH C-BILLS ON HAND TO COVER YOUR BAY EXPENSES &amp;gt;&amp;gt;&amp;gt; You have been warned. &lt;br /&gt;
Losers get no pay and will lose any bays they can't pay for after the fight.&lt;br /&gt;
&lt;br /&gt;
'''Cruiser Tourney:'''&lt;br /&gt;
This is a free-for-all arena for single units up to 60tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction. &lt;br /&gt;
&lt;br /&gt;
'''Destroyer Tourney:'''&lt;br /&gt;
This is a free-for-all arena for single units from 50 to 100tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Team Operations.''' have been removed due to lack of interest and confusion in peoples attack options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''! IMPORTANT NOTES !'''&lt;br /&gt;
1.) The Penalty for finishing Operations without enough bv destroyed was increased dramatically. On the other hand, Payouts for properly played games are better now.&lt;br /&gt;
2.) Units that are pushed off the map have a chance to get scrapped or salvaged. This is to discourage edgecamping.&lt;br /&gt;
3.) To discourage min-maxing, armies that are only legal for high bv-spread operations do not count towards Production. Building balanced armies is encouraged.&lt;br /&gt;
4.) Counterattacks are disabled.&lt;br /&gt;
5.) Operations for Conquer Factions have an ELO-adjustment. This means that all payout may vary depending on the rating of the participating players&lt;br /&gt;
6.) Victory Conditions &amp;quot;BV Ratio Percent&amp;quot; and &amp;quot;Destroy Enemy BV&amp;quot; are enabled for all operations and both must be met to trigger an automatic Victory.&lt;br /&gt;
7.) ALL Games are Double Blind.&lt;br /&gt;
8.) All Ground Operations allow 1 Conventional Fighter unit per side, Super Ops and Team Ops even 2 per side.&lt;br /&gt;
9.) Support Units do not count towards bv spread.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Operations&amp;diff=303</id>
		<title>Operations</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Operations&amp;diff=303"/>
		<updated>2013-02-21T15:24:57Z</updated>

		<summary type="html">&lt;p&gt;Klingon: Made first instance of &amp;quot;BV spread&amp;quot; link to the Mekwars mechanics category page, which explains it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''1. Patrol''', the original base op (a Regular Commander only has to know this one)&lt;br /&gt;
This is a basic Operation for Planets without Factories and involves a small landexchange. To get access to Patrol your army must range from 2000-8000 bv. The unit requirements differ within the two Versions of this operation, Militia and Strategic. The [[:Category:MekWars_mechanisms|bv spread]] is 500 maximum.&lt;br /&gt;
&lt;br /&gt;
'''2. Pillage''', the generic raid op&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. To get access to Pillage your army must range from 2000-11000 bv, must have a vehicle and an infantry unit. This requirement is added to the minimum unit requirement of Strategic - Pillage while Militia - Pillage has the tank already integrated. The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.&lt;br /&gt;
&lt;br /&gt;
'''3. Conquer''', the basic invasion type op&lt;br /&gt;
This is an invasion operation for all Planets except Capitols and involves a decent amount of landexchange. To get access to Conquer your army must range from 2000-12000 bv and have 4 non-Infantry units. There are Strategic and Militia versions and a maximum of 1 infantry units is allowed. Note that the topspeed units of this era are excluded from conquer missions and reserved for reconesque operations. The BV spread is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For everyone interested in some more variation, a detailed list follows below:&lt;br /&gt;
&lt;br /&gt;
'''Strategic''' and '''Militia''' are Mech and Tank Separators. Operations with this Tag require to have 4 Mechs (Strategic) or 4 Tanks (Militia) before being unlocked. After this minimum requirement you may add whatever unit you wish (aside from Aerospace units). Your faction must control a minimum of 15% of a planet in order to launch a Militia operation on that planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting with Operations for Conquer Factions, these are divided into subgroups defined by the subfaction settings of this server. Higher Subfactions have access to all operation types if they only meet the requirements for the specific ops, such as bv-spread or speed requirements. Lower Subfactions cannot access Higher Subfaction Operations.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, the posted requirements are for the attacker only. The defender usually has a wide range of allowed army compositions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer Faction Subfaction 0 (Regular Commanders)''' has access to five different Operations against other Conquer Factions:&lt;br /&gt;
&lt;br /&gt;
'''Patrol:'''&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. &lt;br /&gt;
To get access to Strategic - Patrol your army must range from 2000-8000 bv, must have 4 Mechs which are less than 80 tons. A maximum of 1 infantry units is allowed and either groundspeed 4 or jump speed 3 is needed. &lt;br /&gt;
Militia - Patrol has no unit limits within the first 4 tanks and any unit thereafter.&lt;br /&gt;
The bv spread is 500 maximum.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Air Patrol:'''&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol and Factory Planets and involves a small landexchange. To get access to -Aero- Air Patrol your army must range from 1500-6000 bv, must have 2 - 6 aero units which are up to 100 tons. The bv spread is 700 maximum. -Aero- Air Patrol has a higher Attack Range than Operations for Ground Units.&lt;br /&gt;
&lt;br /&gt;
'''Hit'n'Run:''' ([[Operation/Strategic - Hit'n'Run|Strategic]] | [[Operation/Militia - Hit'n'Run|Militia]])&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. &lt;br /&gt;
To get access to Strategic - Hit'n'Run your army must range from 2000-8000 bv, must have 4 Mechs which are less than 85 tons and have either walking speed 5 or can jump 4. No infantry is allowed for the attacker. &lt;br /&gt;
Militia - Hit'n'Run has the same requirements just that you need 4 Tanks instead of 4 Mechs.&lt;br /&gt;
The bv spread is 500 maximum. There is a chance for deep deployment. The winner of a Hit'n'Run either delays the target factory for a short time or refreshes it for the same value. The attacker must have less than 1000 exp. This operation grants a lot of money to the attacker.&lt;br /&gt;
&lt;br /&gt;
'''Kingslayer:'''&lt;br /&gt;
This is the one and only Capitol Planet Operation and involves a good amount of landexchange. To get access to Kingslayer your army must have 4000 bv minimum and all units may not have less than 40 tons. There is no bv spread and the pilots must have an average skillsum of 7.8 or lower. Both sides get Artillery support and additionally, the Defender gets a good amount of conventional mines to place.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
Overwatch:'''&lt;br /&gt;
This is an operation similar to Patrol with the following additions: it is AFR-only and the attacker recieves a small amount of artillery while the defender gets to place some conventional mines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer Faction Subfaction 1 (Frontline Commanders)''' has access to an additional seven different Operations against other Conquer Factions:&lt;br /&gt;
&lt;br /&gt;
'''Pillage:'''&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. &lt;br /&gt;
To get access to Strategic - Pillage your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry. &lt;br /&gt;
Militia - Pillage just requires 4 Tanks and an infantry unit.&lt;br /&gt;
The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.&lt;br /&gt;
&lt;br /&gt;
'''Capture:'''&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. &lt;br /&gt;
To get access to Strategic - Capture your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry which can at least walk 5 or jump 3. &lt;br /&gt;
Milita - Capture just requires 4 Tanks and an infantry unit besides the speed limit.&lt;br /&gt;
The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Capture grants artillery pieces for support to the attacking side and conventional mines for the defending. Winning a Capture attack steals some components and a unit from the faction bays as well as a unit(s) from the target factory. Winning a Capture defense refreshes the factory a bit and generates a good amount of components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer:'''&lt;br /&gt;
This is an invasion operation for all Planets with the exception of Capitols and involves a decent amount of landexchange. &lt;br /&gt;
To get access to Strategic - Conquer your army must range from 2000-12000 bv and have 4 Mechs. A maximum of 1 infantry is allowed and your Mechs may not have more than 6 Jump Jets. &lt;br /&gt;
Militia - Conquer has the same limitations but needs 4 Tanks instead of 4 Mechs.&lt;br /&gt;
The BV spread is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Orbital Operation:'''&lt;br /&gt;
This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a small amount of landexchange. To get access to -Aero- Orbital Operation your army must range from 4000-18000 bv, must have 6 - 12 aero units which are up to 200 tons. The bv spread is 1000 maximum. -Aero- Orbital Invasion has a higher Attack Range than Operations for Ground Units. Average skillsum is &amp;lt;=8.5.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Black Water Navy:'''&lt;br /&gt;
This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a decent amount of landexchange. To get access to -Aero- Black Water Navy your army must have at least 10000 bv and must have 9 - 30 aero units. There is no tonnage limit and no bv spread. -Aero- Black Water Navy has a higher Attack Range than Operations for Ground Units. Average skillsum is &amp;lt;=8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Faction-Unique Super Operation:'''&lt;br /&gt;
These Operations are unique for every faction and must take place on Factory Planets with the exception of Capitol Planets. To get access to your faction's unique operation - experiment! A general hint for everyone: No maximum bvs and the higher your armies are, the better the payout. Unit Requirements such as number of units involved and classes of units involved differ for every faction as well as different payouts, meta awards and pilot gains. The bv spread is 1000 maximum and the rewards get better the higher your game bv is. &lt;br /&gt;
Supersize Me!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
Plunder:'''&lt;br /&gt;
This is an operation similar to Pillage with the following additions: it is AFR-only, requirements apply to attacker and defender, and always takes place in cities.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
City Conquer:'''&lt;br /&gt;
This is an operation similar to Conquer with the following additions: it is AFR-only, city operation and requirements apply to attacker and defender. defender support units are replaced with turrets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors: Allthough unconfirmed, the Great House's Intels suspect Comstar to be responsible for a few devastating attacks on selected targets. You may try to assault an HPG Station but beware Blake's Wrath!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Additionally, General Operations:'''&lt;br /&gt;
&lt;br /&gt;
'''Tutorial:'''&lt;br /&gt;
Armies legal for attacking tutorials have 1000-7000 total BV, have at least 4 non-infantry units and no more than 4 vehicles and 1 Infantry Platoons. Tutorials can only be launched against SOL, meks aren't lost in them and they only pay a few hundred cbills to the involved players.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Sim Flight:'''&lt;br /&gt;
This is a basic Operation for all Planets and involves no landexchange. It is allowed In-Faction and for all factions including SOL. To get access to -Aero- Sim Flight your army must range from 1-2499 bv, must have 1 - 5 aero units with no tonnage limit. There is no bv spread. -Aero- Sim Flight has a higher Attack Range than Operations for Ground Units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT PLAY A TOURNEY IF YOU DO NOT HAVE ENOUGH C-BILLS ON HAND TO COVER YOUR BAY EXPENSES &amp;gt;&amp;gt;&amp;gt; You have been warned. &lt;br /&gt;
Losers get no pay and will lose any bays they can't pay for after the fight.&lt;br /&gt;
&lt;br /&gt;
'''Cruiser Tourney:'''&lt;br /&gt;
This is a free-for-all arena for single units up to 60tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction. &lt;br /&gt;
&lt;br /&gt;
'''Destroyer Tourney:'''&lt;br /&gt;
This is a free-for-all arena for single units from 50 to 100tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Team Operations.''' have been removed due to lack of interest and confusion in peoples attack options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''! IMPORTANT NOTES !'''&lt;br /&gt;
1.) The Penalty for finishing Operations without enough bv destroyed was increased dramatically. On the other hand, Payouts for properly played games are better now.&lt;br /&gt;
2.) Units that are pushed off the map have a chance to get scrapped or salvaged. This is to discourage edgecamping.&lt;br /&gt;
3.) To discourage min-maxing, armies that are only legal for high bv-spread operations do not count towards Production. Building balanced armies is encouraged.&lt;br /&gt;
4.) Counterattacks are disabled.&lt;br /&gt;
5.) Operations for Conquer Factions have an ELO-adjustment. This means that all payout may vary depending on the rating of the participating players&lt;br /&gt;
6.) Victory Conditions &amp;quot;BV Ratio Percent&amp;quot; and &amp;quot;Destroy Enemy BV&amp;quot; are enabled for all operations and both must be met to trigger an automatic Victory.&lt;br /&gt;
7.) ALL Games are Double Blind.&lt;br /&gt;
8.) All Ground Operations allow 1 Conventional Fighter unit per side, Super Ops and Team Ops even 2 per side.&lt;br /&gt;
9.) Support Units do not count towards bv spread.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Operations&amp;diff=302</id>
		<title>Operations</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Operations&amp;diff=302"/>
		<updated>2013-02-21T15:22:23Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
'''1. Patrol''', the original base op (a Regular Commander only has to know this one)&lt;br /&gt;
This is a basic Operation for Planets without Factories and involves a small landexchange. To get access to Patrol your army must range from 2000-8000 bv. The unit requirements differ within the two Versions of this operation, Militia and Strategic. The [[MekWars_mechanisms|bv spread]] is 500 maximum.&lt;br /&gt;
&lt;br /&gt;
'''2. Pillage''', the generic raid op&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. To get access to Pillage your army must range from 2000-11000 bv, must have a vehicle and an infantry unit. This requirement is added to the minimum unit requirement of Strategic - Pillage while Militia - Pillage has the tank already integrated. The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.&lt;br /&gt;
&lt;br /&gt;
'''3. Conquer''', the basic invasion type op&lt;br /&gt;
This is an invasion operation for all Planets except Capitols and involves a decent amount of landexchange. To get access to Conquer your army must range from 2000-12000 bv and have 4 non-Infantry units. There are Strategic and Militia versions and a maximum of 1 infantry units is allowed. Note that the topspeed units of this era are excluded from conquer missions and reserved for reconesque operations. The BV spread is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.&lt;br /&gt;
&lt;br /&gt;
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------&lt;br /&gt;
For everyone interested in some more variation, a detailed list follows below:&lt;br /&gt;
&lt;br /&gt;
'''Strategic''' and '''Militia''' are Mech and Tank Separators. Operations with this Tag require to have 4 Mechs (Strategic) or 4 Tanks (Militia) before being unlocked. After this minimum requirement you may add whatever unit you wish (aside from Aerospace units). Your faction must control a minimum of 15% of a planet in order to launch a Militia operation on that planet.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Starting with Operations for Conquer Factions, these are divided into subgroups defined by the subfaction settings of this server. Higher Subfactions have access to all operation types if they only meet the requirements for the specific ops, such as bv-spread or speed requirements. Lower Subfactions cannot access Higher Subfaction Operations.&lt;br /&gt;
&lt;br /&gt;
Unless stated otherwise, the posted requirements are for the attacker only. The defender usually has a wide range of allowed army compositions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer Faction Subfaction 0 (Regular Commanders)''' has access to five different Operations against other Conquer Factions:&lt;br /&gt;
&lt;br /&gt;
'''Patrol:'''&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. &lt;br /&gt;
To get access to Strategic - Patrol your army must range from 2000-8000 bv, must have 4 Mechs which are less than 80 tons. A maximum of 1 infantry units is allowed and either groundspeed 4 or jump speed 3 is needed. &lt;br /&gt;
Militia - Patrol has no unit limits within the first 4 tanks and any unit thereafter.&lt;br /&gt;
The bv spread is 500 maximum.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Air Patrol:'''&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol and Factory Planets and involves a small landexchange. To get access to -Aero- Air Patrol your army must range from 1500-6000 bv, must have 2 - 6 aero units which are up to 100 tons. The bv spread is 700 maximum. -Aero- Air Patrol has a higher Attack Range than Operations for Ground Units.&lt;br /&gt;
&lt;br /&gt;
'''Hit'n'Run:''' ([[Operation/Strategic - Hit'n'Run|Strategic]] | [[Operation/Militia - Hit'n'Run|Militia]])&lt;br /&gt;
This is a basic Operation for all Planets with the exception of Capitol Planets and involves a small landexchange. &lt;br /&gt;
To get access to Strategic - Hit'n'Run your army must range from 2000-8000 bv, must have 4 Mechs which are less than 85 tons and have either walking speed 5 or can jump 4. No infantry is allowed for the attacker. &lt;br /&gt;
Militia - Hit'n'Run has the same requirements just that you need 4 Tanks instead of 4 Mechs.&lt;br /&gt;
The bv spread is 500 maximum. There is a chance for deep deployment. The winner of a Hit'n'Run either delays the target factory for a short time or refreshes it for the same value. The attacker must have less than 1000 exp. This operation grants a lot of money to the attacker.&lt;br /&gt;
&lt;br /&gt;
'''Kingslayer:'''&lt;br /&gt;
This is the one and only Capitol Planet Operation and involves a good amount of landexchange. To get access to Kingslayer your army must have 4000 bv minimum and all units may not have less than 40 tons. There is no bv spread and the pilots must have an average skillsum of 7.8 or lower. Both sides get Artillery support and additionally, the Defender gets a good amount of conventional mines to place.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
Overwatch:'''&lt;br /&gt;
This is an operation similar to Patrol with the following additions: it is AFR-only and the attacker recieves a small amount of artillery while the defender gets to place some conventional mines.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer Faction Subfaction 1 (Frontline Commanders)''' has access to an additional seven different Operations against other Conquer Factions:&lt;br /&gt;
&lt;br /&gt;
'''Pillage:'''&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. &lt;br /&gt;
To get access to Strategic - Pillage your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry. &lt;br /&gt;
Militia - Pillage just requires 4 Tanks and an infantry unit.&lt;br /&gt;
The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Winning a Pillage attack delays the factories, steals a decent amount of components and 1-2 units from the faction bays. Winning a Pillage defense grants components to the factories.&lt;br /&gt;
&lt;br /&gt;
'''Capture:'''&lt;br /&gt;
This is a raid Operation for Planets containing Factories with the exception of Capitol Planets and involves landexchange. &lt;br /&gt;
To get access to Strategic - Capture your army must range from 2000-11000 bv, must have 4 Mechs, a vehicle and an infantry unit but no more than 4 vehicles and infantry which can at least walk 5 or jump 3. &lt;br /&gt;
Milita - Capture just requires 4 Tanks and an infantry unit besides the speed limit.&lt;br /&gt;
The bv spread is 600 maximum and your pilots must have an average skillsum of 8.6 or lower. Capture grants artillery pieces for support to the attacking side and conventional mines for the defending. Winning a Capture attack steals some components and a unit from the faction bays as well as a unit(s) from the target factory. Winning a Capture defense refreshes the factory a bit and generates a good amount of components.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Conquer:'''&lt;br /&gt;
This is an invasion operation for all Planets with the exception of Capitols and involves a decent amount of landexchange. &lt;br /&gt;
To get access to Strategic - Conquer your army must range from 2000-12000 bv and have 4 Mechs. A maximum of 1 infantry is allowed and your Mechs may not have more than 6 Jump Jets. &lt;br /&gt;
Militia - Conquer has the same limitations but needs 4 Tanks instead of 4 Mechs.&lt;br /&gt;
The BV spread is 700 maximum and your pilots must have an average skillsum of 8.3 or lower. This operation involves Artillery support for both sides.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Orbital Operation:'''&lt;br /&gt;
This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a small amount of landexchange. To get access to -Aero- Orbital Operation your army must range from 4000-18000 bv, must have 6 - 12 aero units which are up to 200 tons. The bv spread is 1000 maximum. -Aero- Orbital Invasion has a higher Attack Range than Operations for Ground Units. Average skillsum is &amp;lt;=8.5.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Black Water Navy:'''&lt;br /&gt;
This is an invasion Operation for all Planets with the exception of Capitol Planets and involves a decent amount of landexchange. To get access to -Aero- Black Water Navy your army must have at least 10000 bv and must have 9 - 30 aero units. There is no tonnage limit and no bv spread. -Aero- Black Water Navy has a higher Attack Range than Operations for Ground Units. Average skillsum is &amp;lt;=8.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Faction-Unique Super Operation:'''&lt;br /&gt;
These Operations are unique for every faction and must take place on Factory Planets with the exception of Capitol Planets. To get access to your faction's unique operation - experiment! A general hint for everyone: No maximum bvs and the higher your armies are, the better the payout. Unit Requirements such as number of units involved and classes of units involved differ for every faction as well as different payouts, meta awards and pilot gains. The bv spread is 1000 maximum and the rewards get better the higher your game bv is. &lt;br /&gt;
Supersize Me!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
Plunder:'''&lt;br /&gt;
This is an operation similar to Pillage with the following additions: it is AFR-only, requirements apply to attacker and defender, and always takes place in cities.&lt;br /&gt;
&lt;br /&gt;
'''Bonus Operation&lt;br /&gt;
City Conquer:'''&lt;br /&gt;
This is an operation similar to Conquer with the following additions: it is AFR-only, city operation and requirements apply to attacker and defender. defender support units are replaced with turrets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Rumors: Allthough unconfirmed, the Great House's Intels suspect Comstar to be responsible for a few devastating attacks on selected targets. You may try to assault an HPG Station but beware Blake's Wrath!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Additionally, General Operations:'''&lt;br /&gt;
&lt;br /&gt;
'''Tutorial:'''&lt;br /&gt;
Armies legal for attacking tutorials have 1000-7000 total BV, have at least 4 non-infantry units and no more than 4 vehicles and 1 Infantry Platoons. Tutorials can only be launched against SOL, meks aren't lost in them and they only pay a few hundred cbills to the involved players.&lt;br /&gt;
&lt;br /&gt;
'''-Aero- Sim Flight:'''&lt;br /&gt;
This is a basic Operation for all Planets and involves no landexchange. It is allowed In-Faction and for all factions including SOL. To get access to -Aero- Sim Flight your army must range from 1-2499 bv, must have 1 - 5 aero units with no tonnage limit. There is no bv spread. -Aero- Sim Flight has a higher Attack Range than Operations for Ground Units.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
NOTE: DO NOT PLAY A TOURNEY IF YOU DO NOT HAVE ENOUGH C-BILLS ON HAND TO COVER YOUR BAY EXPENSES &amp;gt;&amp;gt;&amp;gt; You have been warned. &lt;br /&gt;
Losers get no pay and will lose any bays they can't pay for after the fight.&lt;br /&gt;
&lt;br /&gt;
'''Cruiser Tourney:'''&lt;br /&gt;
This is a free-for-all arena for single units up to 60tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction. &lt;br /&gt;
&lt;br /&gt;
'''Destroyer Tourney:'''&lt;br /&gt;
This is a free-for-all arena for single units from 50 to 100tons and is double-blind. Everyone receives some mines and fled units may get scrapped, pushed off units may get salvaged. Expect bad payout and no campaign effects. One player each faction. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Team Operations.''' have been removed due to lack of interest and confusion in peoples attack options.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''! IMPORTANT NOTES !'''&lt;br /&gt;
1.) The Penalty for finishing Operations without enough bv destroyed was increased dramatically. On the other hand, Payouts for properly played games are better now.&lt;br /&gt;
2.) Units that are pushed off the map have a chance to get scrapped or salvaged. This is to discourage edgecamping.&lt;br /&gt;
3.) To discourage min-maxing, armies that are only legal for high bv-spread operations do not count towards Production. Building balanced armies is encouraged.&lt;br /&gt;
4.) Counterattacks are disabled.&lt;br /&gt;
5.) Operations for Conquer Factions have an ELO-adjustment. This means that all payout may vary depending on the rating of the participating players&lt;br /&gt;
6.) Victory Conditions &amp;quot;BV Ratio Percent&amp;quot; and &amp;quot;Destroy Enemy BV&amp;quot; are enabled for all operations and both must be met to trigger an automatic Victory.&lt;br /&gt;
7.) ALL Games are Double Blind.&lt;br /&gt;
8.) All Ground Operations allow 1 Conventional Fighter unit per side, Super Ops and Team Ops even 2 per side.&lt;br /&gt;
9.) Support Units do not count towards bv spread.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Units&amp;diff=298</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=298"/>
		<updated>2013-02-19T14:56:00Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 06:09, 19 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Ground Units ==&lt;br /&gt;
* Mek - Short for [http://en.wikipedia.org/wiki/BattleMech Battlemech]&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, 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;
** [http://en.wikipedia.org/wiki/Hovercraft#Military Tank] - Tend to be slower than the other vehicles; they are the hardiest against mobility damage (any shot that hits a vehicle, there is a chance that its mobility will be affected, either a reduction in MP or a penalty to driving rolls; different vehicles roll differently on this table. See Total Warfare for the details on this.) Tanks can weigh from 20 to 100 tons, and can enter clear and light woods hexes.&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;
** [http://en.wikipedia.org/wiki/Armored_car_(military) Wheeled] - A compromise between the hover and the tank (faster than the tank, not as vulnerable to mobility damage as the hover); they are capable of entering clear terrain. Wheeled vehicles can weigh from 20 to 80 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;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Units&amp;diff=297</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=297"/>
		<updated>2013-02-19T14:09:31Z</updated>

		<summary type="html">&lt;p&gt;Klingon: Created page with &amp;quot;--~~~~  * Mek - Short for [http://en.wikipedia.org/wiki/BattleMech Battlemech] * [http://en.wikipedia.org/wiki/Infantry Infantry]  * Vehicle: ** Hover - [http://en.wikipedia.o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 06:09, 19 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
* Mek - Short for [http://en.wikipedia.org/wiki/BattleMech Battlemech]&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, 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;
** [http://en.wikipedia.org/wiki/Hovercraft#Military Tank] - Tend to be slower than the other vehicles; they are the hardiest against mobility damage (any shot that hits a vehicle, there is a chance that its mobility will be affected, either a reduction in MP or a penalty to driving rolls; different vehicles roll differently on this table. See Total Warfare for the details on this.) Tanks can weigh from 20 to 100 tons, and can enter clear and light woods hexes.&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;
** [http://en.wikipedia.org/wiki/Armored_car_(military) Wheeled] - A compromise between the hover and the tank (faster than the tank, not as vulnerable to mobility damage as the hover); they are capable of entering clear terrain. Wheeled vehicles can weigh from 20 to 80 tons.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=296</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=296"/>
		<updated>2013-02-19T13:38:35Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* Bays - Controls how many units you can have in your hangar at any one time. Different units require different amounts of bays--more for mechs, fewer for fighters, vehicles and infantry. Heavier units also require more bays than lighter units. You will already have some bays from how many your faction gets from the planets it controls; you can rent more if wanted.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased, for the purpose of matching it up against the smaller force. This is done individually for every match.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* Techs - The amount of technicians you have available to perform repairs on your damaged units. Techs are categorized into 4 different experience levels--green, regular, veteran, elite. Higher level techs have a greater base probability to succeed in a repair, but cost more per hour to perform that repair. Techs are hired at green or regular, and get promoted and retire as they complete repairs; it is possible to run out of techs to perform repairs.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* [[Units]] - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=295</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=295"/>
		<updated>2013-02-18T16:31:44Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* Bays - Controls how many units you can have in your hangar at any one time. Different units require different amounts of bays--more for mechs, fewer for fighters, vehicles and infantry. Heavier units also require more bays than lighter units. You will already have some bays from how many your faction gets from the planets it controls; you can rent more if wanted.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased, for the purpose of matching it up against the smaller force. This is done individually for every match.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* Techs - The amount of technicians you have available to perform repairs on your damaged units. Techs are categorized into 4 different experience levels--green, regular, veteran, elite. Higher level techs have a greater base probability to succeed in a repair, but cost more per hour to perform that repair. Techs are hired at green or regular, and get promoted and retire as they complete repairs; it is possible to run out of techs to perform repairs.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* Units - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=294</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=294"/>
		<updated>2013-02-18T16:27:24Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased, for the purpose of matching it up against the smaller force. This is done individually for every match.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* Units - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=293</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=293"/>
		<updated>2013-02-18T03:05:34Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* Force Mod - An offset applied when the number of units on a side is dissimilar. The greater number force will have its BV increased.&lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* Units - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:Factions&amp;diff=291</id>
		<title>Category:Factions</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:Factions&amp;diff=291"/>
		<updated>2013-02-17T22:36:12Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Factions are the nation-states at war in MekWars. What faction you choose will greatly influence your style of play; certain factions will have easier access to some units, that other factions won't have as easy access to; no units are prohibited per se, i.e. even though the ''Enforcer'' is a totem Federated Suns mek, and the FS players will pull them from their factories, if a player from another faction obtains one (say, from battlefield salvage) that ''Enforcer'' will not work any differently than it did before. &lt;br /&gt;
&lt;br /&gt;
++Work in progress.++&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Capellan Confederation'''&lt;br /&gt;
&lt;br /&gt;
Ruling Family: Liao&lt;br /&gt;
&lt;br /&gt;
Head of State Title: Chancellor&lt;br /&gt;
&lt;br /&gt;
Government:  Military Dictatorship&lt;br /&gt;
&lt;br /&gt;
Primary Ethnic Group(s):  Chinese&lt;br /&gt;
&lt;br /&gt;
Location: &amp;quot;South&amp;quot; of Terra&lt;br /&gt;
&lt;br /&gt;
The Capellan Confederation is the smallest of the 5 major successor states.  Over the last several centuries the Confederation has lost many worlds to its two aggressive neighbors, the Federated Suns and the Free Worlds Republic.  This constant state of siege has hardened the Capellans into a highly militaristic, centrally-planned society with a high level of emphasis on service to the State.  While harsh, the Capellan system is fairly meritocratic with all members of society having access to free education and a theoretically equal opportunity to rise through the ranks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Draconis Combine'''&lt;br /&gt;
&lt;br /&gt;
Ruling Family: Kurita&lt;br /&gt;
&lt;br /&gt;
Head of State Title: Coordinator&lt;br /&gt;
&lt;br /&gt;
Government:  Military Dictatorship (modeled on feudal Japan)&lt;br /&gt;
&lt;br /&gt;
Primary Ethnic Group(s):  Japanese&lt;br /&gt;
&lt;br /&gt;
Location: &amp;quot;North East&amp;quot; of Terra&lt;br /&gt;
&lt;br /&gt;
The Draconis Combine is the 2nd largest--and historically most aggressive--of the 5 major successor states.  The Combine is a highly militaristic society modeled on 19th century feudal Japan.  Combine teachings emphasize the bushido code--a system of honor practiced by the ancient samurai.  Combine soliders are among the most dedicated and skilled warriors in the Inner Sphere.  The Combine is bordered by the Federated Suns and Lyran Commonwealth, both of which are significant rivals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Federated Suns'''&lt;br /&gt;
&lt;br /&gt;
Ruling Family: Davion&lt;br /&gt;
&lt;br /&gt;
Head of State Title: First Prince&lt;br /&gt;
&lt;br /&gt;
Government:  Constitutional Monarchy&lt;br /&gt;
&lt;br /&gt;
Primary Ethnic Group(s):  Very ethnically diverse, strong French and English influences&lt;br /&gt;
&lt;br /&gt;
Location: &amp;quot;South East&amp;quot; of Terra&lt;br /&gt;
&lt;br /&gt;
The Federated Suns is the largest of the 5 major successor states.  An unusually liberal society for this war torn era, the Federated Suns places a high level of emphasis on individual rights and liberties.  Despite this progressive attitude regarding it's own citizens, the Federated Suns is one of the more aggressive powers in the Inner Sphere, an irony not lost on those fight against them.  The Federated Suns is bordered by the Draconis Combine and Capellan Confederation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Free Worlds Republic'''&lt;br /&gt;
&lt;br /&gt;
Ruling Family: Marik&lt;br /&gt;
&lt;br /&gt;
Head of State Title: Captain-General&lt;br /&gt;
&lt;br /&gt;
Government:  Representative Republic (currently under martial law)&lt;br /&gt;
&lt;br /&gt;
Primary Ethnic Group(s):  Various south asian, east asian, and european groups&lt;br /&gt;
&lt;br /&gt;
Location: &amp;quot;South West&amp;quot; of Terra&lt;br /&gt;
&lt;br /&gt;
The Free Worlds League is the 4th largest successor state, distinguished both by being the first successor state founded and also by its unique form of government, which in certain ways resembles the old United Nations system on ancient Terra.  The League has a large legislative body--the League Parliament--that is made up of representatives from individual planets and which theoretically holds all the power of state.  The overall military commander of the League, known as the Captain-General, is supposed to serve at the pleasure of the Parliament, but a constant state of emergency during the centuries-long Succession Wars has morphed this title into the de facto ruler of the nation.  The Free Worlds League is bordered by the Lyran Commonwealth and Capellan Confederation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Lyran Commonwealth'''&lt;br /&gt;
&lt;br /&gt;
Ruling Family: Steiner&lt;br /&gt;
&lt;br /&gt;
Head of State Title: Archon&lt;br /&gt;
&lt;br /&gt;
Government:  Feudal Monarchy&lt;br /&gt;
&lt;br /&gt;
Primary Ethnic Group(s):  German, Scottish, Indian&lt;br /&gt;
&lt;br /&gt;
Location: &amp;quot;North West&amp;quot; of Terra&lt;br /&gt;
&lt;br /&gt;
The Lyran Commonwealth is the 3rd largest successor state, and arguably it's largest industrial power.  The Commonwealth has a system of government best described as a feudal monarchy, with a powerful hereditary leader, known as the Archon, and a strong nobility that oversees the provision of the Commonwealth's many worlds.  Despite this somewhat ridged form of government, Commonwealth citizens nevertheless enjoy a high level of rights and personal freedoms, a fact which has greatly contributed to the strength of the Lyran economy.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=286</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=286"/>
		<updated>2013-02-16T18:54:25Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* BV - [http://www.sarna.net/wiki/Battle_Value Battle Value]. A measure of the effectiveness of a given unit. Better armor, more speed will make this go up; exploding ammunition or battle damage can make this go down.&lt;br /&gt;
* BV spread - the difference in Battle Value between the least and most expensive (BV-wise) units in a given force.&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* Units - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category_talk:MekWars_mechanisms&amp;diff=285</id>
		<title>Category talk:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category_talk:MekWars_mechanisms&amp;diff=285"/>
		<updated>2013-02-16T17:52:02Z</updated>

		<summary type="html">&lt;p&gt;Klingon: Created page with &amp;quot;My thoughts on this, I'm trying to make this a very basic glossary, but just as regards to the campaign mechanics involved; I've chosen the things I think make the most sense....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My thoughts on this, I'm trying to make this a very basic glossary, but just as regards to the campaign mechanics involved; I've chosen the things I think make the most sense. Thoughts?&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=284</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=284"/>
		<updated>2013-02-16T14:14:54Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* Tick - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;br /&gt;
* Units - Meks, vehicles, aerospace fighters, dropships, or infantry; what you use to fight with.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=283</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=283"/>
		<updated>2013-02-16T01:51:08Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* RPs (Reward Points) - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* [[Tick]] - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=282</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=282"/>
		<updated>2013-02-15T21:15:39Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[http://www.sarna.net/wiki/C-Bill CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* [[RPs (Reward Points)]] - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* [[Tick]] - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=281</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=281"/>
		<updated>2013-02-15T21:04:54Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* [[RPs (Reward Points)]] - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;br /&gt;
* [[Tick]] - Every fifteen minutes, the server will administrate new production, check for auto-production, and perform other administrative tasks.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Components&amp;diff=280</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Components&amp;diff=280"/>
		<updated>2013-02-15T19:26:00Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Worlds owned by your [[Faction]] will produce components for your factories every [[tick]]; how many components are produced will depend on how many players are active, and how much component production the worlds under the control of your faction produce.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Components&amp;diff=279</id>
		<title>Components</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Components&amp;diff=279"/>
		<updated>2013-02-15T19:25:37Z</updated>

		<summary type="html">&lt;p&gt;Klingon: Created page with &amp;quot;Worlds owned by your Faction will produce components for your factories every tick; how many components are produced will depend on how many players are active, and how much c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Worlds owned by your Faction will produce components for your factories every tick; how many components are produced will depend on how many players are active, and how much component production the worlds under the control of your faction produce.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Flu_(influence)&amp;diff=278</id>
		<title>Flu (influence)</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Flu_(influence)&amp;diff=278"/>
		<updated>2013-02-15T18:09:34Z</updated>

		<summary type="html">&lt;p&gt;Klingon: Created page with &amp;quot;--~~~~  Influence (referred to as 'flu' as a shorthand) is either accumulated by being active with armies that are operation-eligible, as a reward for being available to defen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 10:09, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
Influence (referred to as 'flu' as a shorthand) is either accumulated by being active with armies that are operation-eligible, as a reward for being available to defend against an attack, or bought outright using [[RPs]].&lt;br /&gt;
&lt;br /&gt;
The exact amount will vary according to server settings, but in general:&lt;br /&gt;
&lt;br /&gt;
* Having more than one army available to defend will increase the amount of flu you get.&lt;br /&gt;
* Having armies that are too close together in BV will get you less flu than two that were not close together.&lt;br /&gt;
** If you want to accumulate flu as fast as possible, get as many armies as far apart in BV as possible.&lt;br /&gt;
** Players will sometimes opt to have armies that are close together in BV, accepting a lower flu accumulation in return for the ability to choose between armies to respond to an attack; the units available can also dictate this choice.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=277</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=277"/>
		<updated>2013-02-15T18:00:39Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[CBills]] - One form of reward; you use CBills to hire Mercs, buy replacement units, and bribe or compensate teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* [[RPs (Reward Points)]] - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=276</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=276"/>
		<updated>2013-02-15T17:34:56Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[CBills]] - One form of reward, you use CBills to hire Mercs, buy replacement units, and bribe teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO] - Short version: a rating system designed to take into account players of differing records.&lt;br /&gt;
* [[Flu (influence)]] - An activity limit of sorts, it ensures that players can not simply go berserk, launching attack after attack. &lt;br /&gt;
* [[RPs (Reward Points)]] - Another reward for completing missions, you spend RPs to repair units, instantly gain flu, and purchase units.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=275</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=275"/>
		<updated>2013-02-15T17:29:07Z</updated>

		<summary type="html">&lt;p&gt;Klingon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[CBills]] - One form of reward, you use CBills to hire Mercs, buy replacement units, and bribe teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Elo_rating_system ELO]&lt;br /&gt;
* [[Flu (influence)]]&lt;br /&gt;
* [[RPs (Reward Points)]]&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=274</id>
		<title>Category:MekWars mechanisms</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=Category:MekWars_mechanisms&amp;diff=274"/>
		<updated>2013-02-15T17:26:50Z</updated>

		<summary type="html">&lt;p&gt;Klingon: Created page with &amp;quot;--~~~~  These are the core mechanics at work in Mekwars.  * CBills - One form of reward, you use CBills to hire Mercs, buy replacement units, and bribe teammates. * [[Comp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:26, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
These are the core mechanics at work in Mekwars.&lt;br /&gt;
&lt;br /&gt;
* [[CBills]] - One form of reward, you use CBills to hire Mercs, buy replacement units, and bribe teammates.&lt;br /&gt;
* [[Components]] - Used to manufacture units.&lt;br /&gt;
* [ELO=http://en.wikipedia.org/wiki/Elo_rating_system]&lt;br /&gt;
* [[Flu (influence)]]&lt;br /&gt;
* [[RPs (Reward Points)]]&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=User:Klingon&amp;diff=273</id>
		<title>User:Klingon</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=User:Klingon&amp;diff=273"/>
		<updated>2013-02-15T17:17:36Z</updated>

		<summary type="html">&lt;p&gt;Klingon: Created page with &amp;quot;--~~~~  Been playing tabletop BT since CityTech came out, circa 1989 or so.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;--[[User:Klingon|Klingon]] ([[User talk:Klingon|talk]]) 09:17, 15 February 2013 (PST)&lt;br /&gt;
&lt;br /&gt;
Been playing tabletop BT since CityTech came out, circa 1989 or so.&lt;/div&gt;</summary>
		<author><name>Klingon</name></author>
		
	</entry>
</feed>