MegaMek Options

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Below is a description of the optional rules which are active in the MegaMekNet campaign:


BASIC OPTIONS

Skip ineligible during physical
Allow pushing off the map
Teams roll initiative
Paranoid Autosave
Exclusive Double Blind deployment zones
Deep deployment zones
Blind Drop
Real Blind Drop
3 = First round for ammo dumping
Automatically set artillery home edge
Restrict sensitive commands to non-Observers
Disable local saves when using double blind
200 = CF for bridges
1 = RNG Type
Flamers can deal heat instead of damage
Use Random Basements
Automatically Assign AMS (targets)


ADVANCED RULES

TacOps Minefields
TacOps Double blind
TacOps Sensor Rules
No Double Blind Messages
Teams share vision
TacOps Beagle Active Probes
TacOps ECCM
5 = TacOps Ghost Targets penalty ceiling
TacOps Battlefield Wreckage
TacOps Mobile HQs
StratOps Quirks
(Unofficial) Armed MechWarriors
(Unofficial) MechWarrios cannot spot


ADVANCED COMBAT

TacOps Enhanced Missile Defense
Through-armor criticals will 'float'
TacOps Advanced Determining Critical Hits
TacOps firing while prone
TacOps Extreme Range Rules
TacOps Charge Damage
TacOps Burst Fire MGs
TacOps Rapidfire Autocannons
TacOps Gauss Weapons
TacOps Vehicle Effectiveness
TacOps Vehicle Firing Arcs


ADVANCED GROUND MOVEMENT

TacOps Leaping
TacOps taking damage
TacOps Backward Movement (expanded)
TacOps Fast Infantry Movement
(Unofficial) Vehicles can be abandoned
(Unofficial) Ejected pilots flee


INITIATIVE RULES

(Unofficial) Infantry don't count for movement initiative
(Unofficial) Infantry don't count for deployment initiative
(Unofficial) Simultaneous (artillery) targeting phase


RPG RULES

Pilot Special Abilities
(Legacy) RPG Gunnery Skills


Note: Aerospace options are not included here, as Aero operations are not yet active.