BattleMech Technical Readout
Name/Model: Regent E
Designer: Castro
Source(s): Custom Mordel.Net Units
Technology: Clan
Technology Rating: F
Tonnage: 90
Role: Sniper
Configuration: Biped OmniMech
Era/Year: Dark Age / 3145
Rules (Current): Standard
Rules (Era): Standard
Rules (Year): Standard
Total Cost: 12,479,200 C-Bills
Battle Value: 2,649
Chassis: Reynard Standard Type
Power Plant: GM 270
Walking Speed: 32.4 kph
Maximum Speed: 54 kph
Jump Jets: None
Jump Capacity: None
Armor: Durallex Heavy Special with CASE II with CASE II
Armament:
1 Series II Gauss Rifle
2 Series 44h Large Pulse Lasers
2 Kolibri Omega Series Medium Pulse Lasers
2 Tiercel Improved Heavy Medium Lasers
Manufacturer: Coventry Metal Works, CSF Project Reynard, Technicron Manufacturing
Primary Factory: Coventry (CMW), Coventry (CSFPR), Savannah (CSFPR), Savannah (TM)
Communications: MegaBand System 21 with ECM Suite
Targeting & Tracking: Dtrac Suite 4 with Light Active Probe
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Overview:
The Regent is the flagship design of the ilKhanate's Project Reynard, benefiting from
masterstrokes of legal and commercial savvy. After the Hauptmann was shelved due to the
military reduction program, Coventry Metal Works had been looking to revive the design but
encountered supply issues with existing ClanTech manufacturers. Merchant Bilius learned of
these difficulties through the Chatterweb and coordinated the introductions between CMW and
Technicron Manufacturing, who had been looking to renew their production of the Awesome. The
efficiency of ClanTech allowed a reduction of five tons from the Hauptmann, allowing the
Foxes to switch to a less expensive and more common GM 270 reactor. After the base OmniMech
chassis are completed, they are sent to ilKhanate facilities to be armed with the required
OmniPods. The design incorporates visual elements of both the Hauptmann and Awesome,
resulting in its nickname of "Awesomemann".
Capabilities:
The Regent E configuration is an overall modification of the Regent B configuration; while
the Regent E still carries a varied and powerful arsenal - it modifies most of the weapons
hard-points of the Regent B to alternatives weapon sets. For long range combat, this variant
of the Regent carries two Large Pulse Lasers as its primary long-range weapons, which in
turn replace the two ER-PPC’s located in the torso: trading the overall punch and
lethality of the ER-PPC's for the pinpoint accuracy of the Large Pulse Lasers at similar
range. Furthermore, supplementing its long-range capabilities and retaining its iconic
"hunchback-like" weapon casing on its right torso, the Regent E replaces the Ultra AC/20
Autocannon for a Series II Gauss rifle. While this change of weaponry provides overall less
damage than the Autocannon counterpart, this change allows the Gauss Rifle to attack at
similar distances as the Large Pulse Laser, while also being less taxing on the engines
double heat sinks. Further, many a pilot enjoy this swap of weaponry, as it was less taxing
on the ears of the Mechwarrior whom sits right next to the weapon casing. To protect the
Mech against catastrophic weapon explosions, the Regent E has CASE II protecting the weapon
casing of its Gauss Rifle - making it damn near impossible to suffer a weapon explosion
which would render the mech into a critically damaged state.
The Regent E retains most of its moderate to close-range firepower, replacing the two ER
Medium Lasers in the head and torso with two Medium Pulse lasers, as well as replacing the
quartet of Micro lasers that were located in the arms with two Improved Heavy Medium Lasers.
Similar to the Regent B configuration, the E configuration also retains both of its hand
actuators in each arm, allowing the mech to be flexible in its usage for utility or melee
combat on the battlefield.
Finally, for defensive electronics, this variant of the Regent mounts both an ECM Suite and
Light Active Probe inside the weapons casing which was originally designated for the Streak
SRM-4 Launcher from the Prime Variant. These additional pieces of electronic warfare provide
multiple useful system adjustments to the Regents targeting and defensive software for
utility and combat. The ECM Suite allows the Regent to shield itself from any enemy radar
scans or Artemis guided munitions, while the Light Active Probe furthers the Regents ability
to gather targeting information and data and distribute it to the rest of the unit. This
combination of an ECM Suite with Light Active Probe, paired with its newer overall
long-range capabilities, shifted the role of the Regent from a mid-range brawling juggernaut
to a more sniping, supporting, and commanding role within any given unit.
Deployment:
Since this is a much newer variant of the Regent that has been built - and being that the
Regent is already a newer mech on the battlefield - not many pilots have had the opportunity
to try out this variant of the mech in combat. While Regents have proliferated pretty much
everywhere due to many a sales pitch from Clan Sea Fox representatives, this specific
variant has only found a few spots amongst mercenary companies and specific great house
formations. Darius "Bojack" Hossman of the Bojack's Horsemen mercenary company was one of
the first to purchase, and use effectively, the newer variant - dubbing his mech the
"Polaris" after the constellation he and his father used to view as a child. However, even
with the smallest inclusion of the electronics suite into this specific variant - Sea Fox
merchants have predicted that this mech will become a very popular variant that will
generate many sales.
Variants:
The primary configuration carries a varied and powerful arsenal. For long range combat, the
Regent carries three ER Large Lasers as its primary long-range weapons. These give the
Regent Prime a good long range damage capability. For close combat, the 'Mech has an LB 20-X
AC for devastating close range firepower backed up by two Medium Pulse Lasers, a Micro Pulse
Laser for infantry defense, and a Streak SRM-4 launcher. Finally, to protect the 'Mech
against ammunition explosions, the Regent Prime has CASE II protecting all ammunition.
The A configuration is built around three ER PPCs, each paired with a PPC Capacitor. In
addition, it carries a Targeting Computer. While 26 double heat sinks and a Coolant Pod
attempt to keep the heat under control. The variant includes an ER Medium Laser at the head
for close defense.
Alternate Configuration B is built with an Ultra AC/20 and paired ER PPCs as its main
weapons, the B supplements its armament with three ER medium lasers, four ER Micro Lasers
and 13 additional heat sinks.
The Alternate Configuration C mounts only two weapons, a HAG/40 with 4 tons of ammunition
and an Improved Heavy Gauss Rifle with 3 tons of ammunition.
The Alternate Configuration D carries two improved heavy medium lasers in each arm, while
the side torsos each carry an LRM-15, LB 2-X AC, and Ultra AC/2. Both side torsos are
protected with CASE II and a Small Pulse Laser is mounted in the head. This variant has two
additional heat sinks.
Notable MechWarriors:
Name: Darius Hossman
Callsign: Bojack
Preferred mechs: Regent, Marauder, Marauder II
Darius, the great grandson of Theodore Hossman, continues his great grandfather's legacy of
running the mercenary company “Bojack’s Horsemen.” Despite it starting in the early
3030’s - and rising to fame fighting during the clan invasion - Darius has taken a more
proactive and open approach to taking contracts: signing some interesting (and beneficial)
deals protecting many of Clan Sea Fox’s trade deals and assets. Despite his bloodline
making a name for itself fighting off the clans, these days it’s too much of a contract
limitation that would ignore easy money.
And easy money it has been. Despite the increased danger of protecting Clan Sea Fox
business, the benefits have absolutely outweighed the costs. Even after a few years of
contracts with Clan Sea Fox, Darius was able to purchase (at a discount) a flagship assault
mech for the company - the Regent. As an Omni-mech, he was also able to bargain some of
extra chassis' parts from different variants so that the mech was able to swap around
omni-pods if need be. However, Darius will still pilot his great-grandfathers Marauder II,
as it is still functional (if not upgraded) from its original iteration. Darius’ mercenary
company is not lacking variety of pilots either - as the company hails from all different
sorts and areas of the Inner Sphere. It was an even during a Sea Fox convoy defense mission
that Darius was able to obtain then bondsman, now dedicated Mechwarrior, Arami (Tekorvich),
a disgraced Ice Hellion pilot sold to the mercenary company after a disastrous failed
encounter in which her Ice Hellion star attempted to raid a Clan Sea Fox shipment of
materials.
Despite focusing on contracts with Clan Sea Fox - and some other great houses and nobles,
his eagerness to retire young and own a plot of land on some planet or another does give him
reason to obtain contracts from high bidders, which does tend to lead to more dangerous
sorties and missions. However, much like his entire bloodline, Darius still retains much of
his "generally good" honor code when subscribing to these contracts. Therefore, his company
maintains a good(ish) reputation amongst his clientele as well as the Inner Sphere and Clan.
While this sometimes limit the overall clientele he can choose from, he prides himself that
his mercenary company has some ethics.
After all, according to the creed of the mercenary company: "You Live, you drink, you die -
might as well make money along the way."
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Equipment Mass
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Internal Structure: Standard 9.00
Engine: 270 Fusion 14.50
Walking MP: 3
Running MP: 5
Jumping MP: 0
Heat Sinks (Double): 19 [38] 9.00
Gyro: Standard 3.00
Cockpit: Standard 3.00
Armor Factor: 279 17.50
Type: Standard
Internal Armor
Structure Value
Head: 3 9
Center Torso: 29 42
Center Torso (rear): 16
R/L Torso: 19 28
R/L Torso (rear): 10
R/L Arm: 15 30
R/L Leg: 19 38
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Weapons and Ammo Location Critical Tonnage
------------------------------------------------------------------------------------------------
Medium Pulse Laser H 1 2.00
Large Pulse Laser CT 2 6.00
CASE II RT 1 0.50
Gauss Rifle RT 6 12.00
Gauss Rifle (Ammo 16) RT 2 2.00
Medium Pulse Laser RT 1 2.00
ECM Suite LT 1 1.00
Large Pulse Laser LT 2 6.00
Light Active Probe LT 1 0.50
Improved Heavy Medium Laser RA 2 1.00
Improved Heavy Medium Laser LA 2 1.00
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Alpha Strike Statistics
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Point Value (PV): 61
TP: BM, SZ: 4, TMM: 1, MV: 6"
Damage: (S) 7 / (M) 7 / (L) 4, OV: 1
Armor (A): 9, Structure (S): 7
Specials: CASEII, ECM, LPRB, OMNI, RCN
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