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                 BattleMech Technical Readout

Name/Model:         Regent E
Designer:           Castro
Source(s):          Custom Mordel.Net Units
Technology:         Clan
Technology Rating:  F
Tonnage:            90
Role:               Juggernaut
Configuration:      Biped OmniMech
Era/Year:           Dark Age / 3145
Rules (Current):    Standard
Rules (Era):        Standard
Rules (Year):       Standard
Total Cost:         11,681,319 C-Bills
Battle Value:       2,648

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
Armament:             
    3 Series 44h Large Pulse Lasers
    3 Series 14a Medium Pulse Lasers
    1 Beamsplitter Laser Anti-Missile System
    5 Series 1b ER Small 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

================================================================================================
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 was introduced around 3145 - specifically due to the popularity of the Regent
    chassis amongst Clan and Inner Sphere pilots. The designers of this variant sought to create
    a mech that has a full complement of energy weapons - allowing the mech to be deployed in
    prolonged campaigns without the need to be resupplied with ammunition. This was a boon for
    many mercenary commanders whom deemed such prolonged campaigns important to their bottom
    line; and, a mech that did not need resupply would ease their bottom line.
    
    For extended range combat, the Regent E carries three main weapon systems. Located in the
    two lower torso weapon mounts, the original ER Large Lasers are replaced with a Large Pulse
    Laser on either side. Furthermore, utilizing and retaining its iconic "hunchback-like"
    weapon casing on its right torso - the Regent E replaces the typical large bore ballistic
    weaponry that is present in many of its variants with a third Large Pulse Laser. While this
    change of weaponry provides overall less damage than the ballistic counterparts, this does
    allow the Regent to attack at quite long ranges while maintaining a steady dose of accuracy
    due to the high fire rate of the Large Pulse Laser battery that it has - something a canny
    Mechwarrior can utilize to stay at a healthy distance away from the thick of combat. An
    additional bonus to this change of weaponry also meant that the Large Pulse Laser, now
    located quite close to the Regents cockpit, left many MechWarrior's content with said weapon
    change as the Large Pulse Laser was less punishing on the ears of the pilots whom sit
    adjacent to the weapon casing (albeit still leaving the pilot feeling a bit of heat after
    firing).
    
    The Regent E still retains a fairly dangerous medium to close-range assortment of weapons as
    well. It downgrades the ER Large Laser in its right arm to a Medium Pulse laser, while also
    keeping the other two Medium Pulse Lasers in the arm untouched. While this does downgrade
    the damage and range by replacing the ER Large Laser, it did allow for the pilot to fire all
    three of the Medium Pulse Lasers simultaneously without worrying about differing ranges.
    Similar to the Regent Prime configuration, the E configuration also retains its hand
    actuators in the left arm, allowing the mech to be flexible in many situations - be it for
    utility or physical combat on the battlefield. The Streak SRM-4 missile bay on its left
    torso retains its casing, but the innards are ripped out for a bank of 4 ER Small Lasers;
    with a fifth ER Small Laser placed into the weapon mount located directly underneath the
    cockpit. This quintuplet of ER Small Lasers proved invaluable to the chassis and the pilots
    - as it possessed an immense amount of firepower when an enemy strayed into range - but - it
    was also useful for attacking smaller ground units such as Battle Armour or Infantry.  This
    large complement of energy weapons was properly maintained through a system of 24 Double
    Heat sinks that were located throughout the Regents' chassis. While this did not keep the
    mech completely cool, it allowed the Mechwarrior to fire off select, accurate volleys of
    punishing firepower that would sheer tons of armour from whomever dared to challenge it in
    combat.
    
    In order to combat the growing concern with the proliferation of electronic warfare in the
    3100's, the Regent E also features an extensive overhaul in its defensive electronic suite.
    Ergo, this variant of the Regent mounts both an ECM suite and a Light Active Probe, inside
    the confines of the protected center torso and left arm respectively. Both these pieces of
    electronic warfare provide multiple useful system adjustments to the Regents targeting and
    defensive software for utility and combat. While the ECM allows the Regent to shield itself
    from any enemy radar scans or Artemis guided munitions, the Light Active Probe increases the
    Regents ability to gather targeting information and data and distribute it to the rest of
    its unit. Finally, engineers were also able to fit a Clan Beamsplitter Laser Anti-Missile
    System on the center torso, which supplemented the electronic defenses of the ECM by
    shooting down any incoming missile weaponry. While the Laser AMS did add to the heat that
    this mech produced when it was activated, and could absolutely spike the Regent into
    dangerous territory if it engaged multiple flights of missiles, this was simply counteracted
    by not shooting one or two of its medium pulse lasers (or ER Small Lasers) to counteract the
    heat imbalance. This did not stop the more careless Mechwarrior pilot, however, from
    engaging all of its weapon systems and attempting to shoot down multiple missiles with its
    Laser Anti-Missile system, however after quickly learning how hot the cockpit can get - they
    learned their lesson.
    
    All in all, the Regent E - with the complex suite of electronics and Laser AMS, paired with
    its new accurate long-range and accurate  capabilities in the form of its three Large Pulse
    Lasers - shifted its role from a mid-range brawling juggernaut to a more supportive and
    command role. A role very much recognized by Mercenary commanders needing an Assault mech
    that be supportive and offensive with little need for resupply that would not break the
    bank.

Deployment:
    Since this is a much newer variant of the Regent - 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 due to its very
    specific manufacturing in not needing to rely on ammunition reserves.

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.

================================================================================================
Equipment                                                             Mass                      
------------------------------------------------------------------------------------------------
Internal Structure:                          Standard                  9.00                     
Engine:                                     270 Fusion                14.50                     
    Walking MP:                                 3                                               
    Running MP:                                 5                                               
    Jumping MP:                                 0                                               
Heat Sinks (Double):                         24 [48]                  14.00                     
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       

================================================================================================
Weapons and Ammo                                       Location          Critical     Tonnage   
------------------------------------------------------------------------------------------------
ER Small Laser                                            H                 1          0.50             
ECM Suite                                                 CT                1          1.00             
Laser Anti-Missile System                                 CT                1          1.00             
2 Large Pulse Lasers                                      RT                4         12.00             
4 ER Small Lasers                                         LT                4          2.00             
Large Pulse Laser                                         LT                2          6.00             
Light Active Probe                                        RA                1          0.50             
2 Medium Pulse Lasers                                     RA                2          4.00             
Medium Pulse Laser                                        LA                1          2.00             

================================================================================================
Alpha Strike Statistics                                             
------------------------------------------------------------------------------------------------
Point Value (PV): 65
TP: BM,  SZ: 4,  TMM: 1,  MV: 6"
Damage: (S) 8 / (M) 8 / (L) 4,  OV: 1
Armor (A): 9,  Structure (S): 7
Specials: AMS, ECM, ENE, LPRB, OMNI, RCN