<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://www.mekwars.org/mediawiki-1.34.1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tigershark</id>
	<title>MMNet Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://www.mekwars.org/mediawiki-1.34.1/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tigershark"/>
	<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php/Special:Contributions/Tigershark"/>
	<updated>2026-04-12T14:22:54Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.34.1</generator>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MegaMek_Options&amp;diff=1027</id>
		<title>MegaMek Options</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MegaMek_Options&amp;diff=1027"/>
		<updated>2016-03-21T13:12:51Z</updated>

		<summary type="html">&lt;p&gt;Tigershark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a description of the optional rules which are active in the MegaMekNet campaign:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BASIC OPTIONS'''&lt;br /&gt;
&lt;br /&gt;
Skip ineligible during physical&amp;lt;br&amp;gt;&lt;br /&gt;
Allow pushing off the map&amp;lt;br&amp;gt;&lt;br /&gt;
Teams roll initiative&amp;lt;br&amp;gt;&lt;br /&gt;
Paranoid Autosave&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive Double Blind deployment zones&amp;lt;br&amp;gt;&lt;br /&gt;
Deep deployment zones&amp;lt;br&amp;gt;&lt;br /&gt;
Blind Drop&amp;lt;br&amp;gt;&lt;br /&gt;
Real Blind Drop&amp;lt;br&amp;gt;&lt;br /&gt;
3 = First round for ammo dumping&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically set artillery home edge&amp;lt;br&amp;gt;&lt;br /&gt;
Restrict sensitive commands to non-Observers&amp;lt;br&amp;gt;&lt;br /&gt;
Disable local saves when using double blind&amp;lt;br&amp;gt;&lt;br /&gt;
200 = CF for bridges&amp;lt;br&amp;gt;&lt;br /&gt;
1 = RNG Type&amp;lt;br&amp;gt;&lt;br /&gt;
Flamers can deal heat instead of damage&amp;lt;br&amp;gt;&lt;br /&gt;
Use Random Basements&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically Assign AMS (targets)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED RULES'''&lt;br /&gt;
&lt;br /&gt;
TacOps Minefields&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Double blind&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Sensor Rules&amp;lt;br&amp;gt;&lt;br /&gt;
No Double Blind Messages&amp;lt;br&amp;gt;&lt;br /&gt;
Teams share vision&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Beagle Active Probes&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps ECCM&amp;lt;br&amp;gt;&lt;br /&gt;
5 = TacOps Ghost Targets penalty ceiling&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Battlefield Wreckage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Mobile HQs&amp;lt;br&amp;gt;&lt;br /&gt;
StratOps Quirks&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Armed MechWarriors&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) MechWarrios cannot spot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED COMBAT'''&lt;br /&gt;
&lt;br /&gt;
TacOps Enhanced Missile Defense&amp;lt;br&amp;gt;&lt;br /&gt;
Through-armor criticals will 'float'&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Advanced Determining Critical Hits&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps firing while prone&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Extreme Range Rules&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Charge Damage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Burst Fire MGs&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Rapidfire Autocannons&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Gauss Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Vehicle Effectiveness&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Vehicle Firing Arcs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED GROUND MOVEMENT'''&lt;br /&gt;
&lt;br /&gt;
TacOps Leaping&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps taking damage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Backward Movement (expanded)&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Fast Infantry Movement&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Vehicles can be abandoned&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Ejected pilots flee&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''INITIATIVE RULES'''&lt;br /&gt;
&lt;br /&gt;
(Unofficial) Infantry don't count for movement initiative&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Infantry don't count for deployment initiative&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Simultaneous (artillery) targeting phase&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RPG RULES'''&lt;br /&gt;
&lt;br /&gt;
Pilot Special Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
(Legacy) RPG Gunnery Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Aerospace options are not included here, as Aero operations are not yet active.''&lt;/div&gt;</summary>
		<author><name>Tigershark</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MegaMek_Options&amp;diff=1026</id>
		<title>MegaMek Options</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MegaMek_Options&amp;diff=1026"/>
		<updated>2016-03-21T13:12:05Z</updated>

		<summary type="html">&lt;p&gt;Tigershark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a description of the optional rules which are active in the MegaMekNet campaign:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BASIC OPTIONS'''&lt;br /&gt;
&lt;br /&gt;
Skip ineligible during physical&amp;lt;br&amp;gt;&lt;br /&gt;
Allow pushing off the map&amp;lt;br&amp;gt;&lt;br /&gt;
Teams roll initiative&amp;lt;br&amp;gt;&lt;br /&gt;
Paranoid Autosave&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive Double Blind deployment zones&amp;lt;br&amp;gt;&lt;br /&gt;
Deep deployment zones&amp;lt;br&amp;gt;&lt;br /&gt;
Blind Drop&amp;lt;br&amp;gt;&lt;br /&gt;
Real Blind Drop&amp;lt;br&amp;gt;&lt;br /&gt;
3 = First round for ammo dumping&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically set artillery home edge&amp;lt;br&amp;gt;&lt;br /&gt;
Restrict sensitive commands to non-Observers&amp;lt;br&amp;gt;&lt;br /&gt;
Disable local saves when using double blind&amp;lt;br&amp;gt;&lt;br /&gt;
200 = CF for bridges&amp;lt;br&amp;gt;&lt;br /&gt;
1 = RNG Type&amp;lt;br&amp;gt;&lt;br /&gt;
Flamers can deal heat instead of damage&amp;lt;br&amp;gt;&lt;br /&gt;
Use Random Basements&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically Assign AMS (targets)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED RULES'''&lt;br /&gt;
&lt;br /&gt;
TacOps Minefields&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Double blind&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Sensor Rules&amp;lt;br&amp;gt;&lt;br /&gt;
No Double Blind Messages&amp;lt;br&amp;gt;&lt;br /&gt;
Teams share vision&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Beagle Active Probes&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps ECCM&amp;lt;br&amp;gt;&lt;br /&gt;
5 = TacOps Ghost Targets penalty ceiling&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Battlefield Wreckage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Mobile HQs&amp;lt;br&amp;gt;&lt;br /&gt;
StratOps Quirks&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Armed MechWarriors&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) MechWarrios cannot spot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED COMBAT'''&lt;br /&gt;
&lt;br /&gt;
TacOps Enhanced Missile Defense&amp;lt;br&amp;gt;&lt;br /&gt;
Through-armor criticals will 'float'&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Advanced Determining Critical Hits&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps firing while prone&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Extreme Range Rules&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Charge Damage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Burst Fire MGs&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Rapidfire Autocannons&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Gauss Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Vehicle Effectiveness&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Vehicle Firing Arcs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED GROUND MOVEMENT'''&lt;br /&gt;
&lt;br /&gt;
TacOps Leaping&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps taking damage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Backward Movement (expanded)&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Fast Infantry Movement&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Vehicles can be abandoned&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Ejected pilots flee&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''INITIATIVE RULES'''&lt;br /&gt;
&lt;br /&gt;
(Unofficial) Infantry don't count for movement initiative&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Infantry don't count for deployment initiative&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Simultaneous targeting phase&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RPG RULES'''&lt;br /&gt;
&lt;br /&gt;
Pilot Special Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
(Legacy) RPG Gunnery Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Aerospace options are not included here, as Aero operations are not yet active.''&lt;/div&gt;</summary>
		<author><name>Tigershark</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MegaMek_Options&amp;diff=1025</id>
		<title>MegaMek Options</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MegaMek_Options&amp;diff=1025"/>
		<updated>2016-03-21T13:11:29Z</updated>

		<summary type="html">&lt;p&gt;Tigershark: Created page with &amp;quot;Below is a description of the optional rules which are active in the MegaMekNet campaign:   '''BASIC OPTIONS'''  Skip ineligible during physical&amp;lt;br&amp;gt; Allow pushing off the map&amp;lt;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a description of the optional rules which are active in the MegaMekNet campaign:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BASIC OPTIONS'''&lt;br /&gt;
&lt;br /&gt;
Skip ineligible during physical&amp;lt;br&amp;gt;&lt;br /&gt;
Allow pushing off the map&amp;lt;br&amp;gt;&lt;br /&gt;
Teams roll initiative&amp;lt;br&amp;gt;&lt;br /&gt;
Paranoid Autosave&amp;lt;br&amp;gt;&lt;br /&gt;
Exclusive Double Blind deployment zones&amp;lt;br&amp;gt;&lt;br /&gt;
Deep deployment zones&amp;lt;br&amp;gt;&lt;br /&gt;
Blind Drop&amp;lt;br&amp;gt;&lt;br /&gt;
Real Blind Drop&amp;lt;br&amp;gt;&lt;br /&gt;
3 = First round for ammo dumping&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically set artillery home edge&amp;lt;br&amp;gt;&lt;br /&gt;
Restrict sensitive commands to non-Observers&amp;lt;br&amp;gt;&lt;br /&gt;
Disable local saves when using double blind&amp;lt;br&amp;gt;&lt;br /&gt;
200 = CF for bridges&amp;lt;br&amp;gt;&lt;br /&gt;
1 = RNG Type&amp;lt;br&amp;gt;&lt;br /&gt;
Flamers can deal heat instead of damage&amp;lt;br&amp;gt;&lt;br /&gt;
Use Random Basements&amp;lt;br&amp;gt;&lt;br /&gt;
Automatically Assign AMS (targets)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED RULES'''&lt;br /&gt;
&lt;br /&gt;
TacOps Minefields&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Double blind&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Sensor Rules&amp;lt;br&amp;gt;&lt;br /&gt;
No Double Blind Messages&amp;lt;br&amp;gt;&lt;br /&gt;
Teams share vision&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Beagle Active Probes&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps ECCM&amp;lt;br&amp;gt;&lt;br /&gt;
5 = TacOps Ghost Targets (penalty ceiling)&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Battlefield Wreckage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Mobile HQs&amp;lt;br&amp;gt;&lt;br /&gt;
StratOps Quirks&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Armed MechWarriors&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) MechWarrios cannot spot&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED COMBAT'''&lt;br /&gt;
&lt;br /&gt;
TacOps Enhanced Missile Defense&amp;lt;br&amp;gt;&lt;br /&gt;
Through-armor criticals will 'float'&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Advanced Determining Critical Hits&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps firing while prone&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Extreme Range Rules&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Charge Damage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Burst Fire MGs&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Rapidfire Autocannons&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Gauss Weapons&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Vehicle Effectiveness&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Vehicle Firing Arcs&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''ADVANCED GROUND MOVEMENT'''&lt;br /&gt;
&lt;br /&gt;
TacOps Leaping&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps taking damage&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Backward Movement (expanded)&amp;lt;br&amp;gt;&lt;br /&gt;
TacOps Fast Infantry Movement&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Vehicles can be abandoned&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Ejected pilots flee&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''INITIATIVE RULES'''&lt;br /&gt;
&lt;br /&gt;
(Unofficial) Infantry don't count for movement initiative&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Infantry don't count for deployment initiative&amp;lt;br&amp;gt;&lt;br /&gt;
(Unofficial) Simultaneous targeting phase&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''RPG RULES'''&lt;br /&gt;
&lt;br /&gt;
Pilot Special Abilities&amp;lt;br&amp;gt;&lt;br /&gt;
(Legacy) RPG Gunnery Skills&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Note:''' ''Aerospace options are not included here, as Aero operations are not yet active.''&lt;/div&gt;</summary>
		<author><name>Tigershark</name></author>
		
	</entry>
	<entry>
		<id>http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MMNet_Campaign&amp;diff=1024</id>
		<title>MMNet Campaign</title>
		<link rel="alternate" type="text/html" href="http://www.mekwars.org/mediawiki-1.34.1/index.php?title=MMNet_Campaign&amp;diff=1024"/>
		<updated>2016-03-21T13:07:09Z</updated>

		<summary type="html">&lt;p&gt;Tigershark: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;MegaMekNET is the longest running [[MekWars|MekWars]] server, and the historical home of both MegaMek.NET and MekWars development.&lt;br /&gt;
&lt;br /&gt;
MegaMekNET Campaign links:&lt;br /&gt;
* [[rules|The Rules]]&lt;br /&gt;
* [[Rules_Addenda|Special Rules]] (Needs to be updated)&lt;br /&gt;
* [[Server_Manifesto|The Manifesto]]&lt;br /&gt;
* [[factions|Campaign Factions]]&lt;br /&gt;
* [[Council_of_Six|The Council of Six]]&lt;br /&gt;
* [[MMNet_Operations|Operations]] (this is a stub only right now)&lt;br /&gt;
* [[MegaMek_Options|MegaMek Options]] (Active options in the MegaMek client)&lt;/div&gt;</summary>
		<author><name>Tigershark</name></author>
		
	</entry>
</feed>