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{
    "batchcomplete": "",
    "continue": {
        "gapcontinue": "Repairing",
        "continue": "gapcontinue||"
    },
    "query": {
        "pages": {
            "488": {
                "pageid": 488,
                "ns": 0,
                "title": "Rearming",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "Rearming describes the process of refilling your vehicle's ballistic and missile weapons.<br>\nThis can happen either from an outside source or from any additional tons of ammo your vehicle might carry.<br>\nFor ammo prices see [[Weapons#Weapon_Stats|weapons]].\n\n\n==Buying Ammo & Free Tons==\n\nTo buy ammo, enter a buy zone and open the buy menu with '''''Comma''''' key and then select the Ammo tab. The tab will display all the compatible ammo for your current asset, along with the Autobuy button. You can choose whether to automatically reload all your weapons at once or whether to selectively reload.\n\nIf you purchase ammo when your weapons are already full, it will store one ton of this type of ammo instead of reloading. This only occurs if your asset has any '''free tons''' available.\n\nYou can also auto-purchase spare ammo for a specific weapon by first highlighting it using the arrow keys, then pressing the '''''Period''''' key.\nOnce your weapons have depleted their ammo they will automatically rearm from the reserves you have stored in your free tons.<br><br>\n\nNOTE: Missile weapons of the same type but different size share the same ammo, while ballistic weapons do not.<br>\nAn [[MRM20]] would be able to reload from missiles that were bought for an [[MRM40]], but an [[LBX20]] would be '''unable''' to reload from ammo that was bought for an [[LBX10]].\n\nNOTE: [[Assets]] with [[Weapons]] that automatically come with only a half-ton of ammo, like [[LBX2]], [[SRM2]], and [[SSRM2]], cannot purchase extra tons of ammo for these weapons and must return to a buy zone to rearm them.\n\nNOTE: [[Coolant]] cannot be rearmed like weapons and can only be refilled during [[repairs]].\n\n===Rearming Mechs and Tanks===\n\n[[Mechs]] and [[tanks]] can rearm from the following sources:<br>\n- From mech bays, for example inside a [[Structures#Small Mech Hangar|small hangar]]<br>\n- From an [[APC]]<br>\n- From [[Structures#Repair Pad|repair pads]] in the [[Solaris Arena]] game mode and on a few custom maps<br>\n\n===Rearming Aircraft===\n\n[[ASF]] can rearm from the following sources:<br>\n- From the runways in front of an [[Structures#Aerospace Fighter Hangar|ASF hangar]], or the hangar itself<br>\n- From an APC, if the server allows this in its settings<br><br>\nNote that ASFs ''must'' land and come to a complete stop in order to reload their weapons and bombs.\n===Rearming VTOL===\n\n[[VTOL]] can rearm from the following sources:<br>\n- From a [[Structures#VTOL Pad|VTOL pad]]<br>\n- From ''runways''<br>\n- From ''mech bays''<br>\n- From an ''APC''<br>\n\n==See Also==\n\n* [[Repairing]]\n\n{{Navbox Gameplay Concepts}}\n\n[[Category: Gameplay Concepts]]"
                    }
                ]
            },
            "982": {
                "pageid": 982,
                "ns": 0,
                "title": "Regulator",
                "revisions": [
                    {
                        "contentformat": "text/x-wiki",
                        "contentmodel": "wikitext",
                        "*": "{{Vehicle\n| Image = File:Regulator.png\n| ImageGif = File:Regulator_spin.gif\n| Tonnage = 45\n| Class = Hovercraft\n| Faction = Inner Sphere\n| Tickets = 6\n| Tier = 5\n| Speed = 100\n| BoostSpeed = 150\n| Rotation = 360\n| Pitch = -25\u00b0 to 65\u00b0\n\n| Price Prime = 56 300\n| ArmorT Prime = 21 374\n| Engine Prime = GM 170 Fusion\n| Weapons Prime = <ul>\n<li> 1x [[HVAC10]]\n<li> 3x [[HMG]]\n</ul>\n| Equip Prime = <ul>\n<li> [[EOptics]]\n<li> 1 [[HS]]\n<li> 2 [[free tons]]\n<li> 7t [[Armor]]\n</ul>\n\n| Price A = 56 700\n| ArmorT A = 25 511\n| Engine A = GM 170 Fusion \n| Weapons A = <ul>\n<li> 1x [[RAC5]]\n<li> 3x [[SRM2]]\n</ul>\n| Equip A = <ul>\n<li> [[PDS]]\n<li> 1 [[HS]]\n<li> 3 [[free tons]]\n<li> 8.5t [[Armor]]\n</ul>\n\n| Price B = 57 100\n| ArmorT B = 22 751\n| Engine B = GM 170 Fusion \n| Weapons B = <ul>\n<li> 1x [[LBX20]]\n<li> 2x [[MG]]\n</ul>\n| Equip B = <ul>\n<li> [[LAMS]]\n<li> 1 [[HS]]\n<li> 1 [[free ton]]\n<li> 7.5t [[Armor]]\n</ul>\n\n| Price C = 55 800\n| ArmorT C = 21 374\n| Engine C = GM 170 Fusion \n| Weapons C = <ul>\n<li> 1x [[MRM30]]\n<li> 2x [[MPL]]\n</ul>\n| Equip C = <ul>\n<li> [[EOptics]]\n<li> [[PDS]]\n<li> 1 [[HS]]\n<li> 2 [[free tons]]\n<li> 7t [[Armor]]\n</ul>\n\n| Price D = 59 400\n| ArmorT D = 21 374\n| Engine D = GM 170 Fusion \n| Weapons D = <ul>\n<li> 2x [[ERSL]]\n<li> 1x [[TBolt20]]\n<li> 1x [[TAG]]\n</ul>\n| Equip D = <ul>\n<li> [[EOptics]]\n<li> 1 [[HS]]\n<li> 3 [[free tons]]\n<li> 7t [[Armor]]\n</ul>\n\n| Price E = 56 100\n| ArmorT E = 21 374\n| Engine E = GM 170 Fusion \n| Weapons E = <ul>\n<li> 1x [[ERPPC]]\n<li> 1x [[AC10]]\n</ul>\n| Equip E = <ul>\n<li> [[EOptics]]\n<li> 1 [[HS]]\n<li> 0 [[free tons]]\n<li> 7t [[Armor]]\n</ul>\n\n| Price F = 56 300\n| ArmorT F = 21 374\n| Engine F = GM 170 Fusion \n| Weapons F = <ul>\n<li> 3x [[ERLL]]\n</ul>\n| Equip F = <ul>\n<li> [[EOptics]]\n<li> 3 [[HS]]\n<li> 0 [[free tons]]\n<li> 7t [[Armor]]\n</ul>\n\n| Price G = 54 600\n| ArmorT G = 21 374\n| Engine G = GM 170 Fusion \n| Weapons G = <ul>\n<li> 1x [[ArrowIV|ArrowIV-C]]\n</ul>\n| Equip G = <ul>\n<li> [[EOptics]]\n<li> 1 [[HS]]\n<li> 2 [[free tons]]\n<li> 7t [[Armor]]\n</ul>\n\n| Hull = 2825\n| Armor F = 4580\n| Armor S = 3435\n| Armor B = 3435\n| Armor T = 3664\n\n| Version153 = 0.16.1\n|}}\n\nAn [[Inner Sphere]] counterpart to the Clan's ''[[Epona]]'', the Regulator focuses on packing large IS weapons. Many of the variants focus around ranged weapons and supporting roles. The two short range combat variants feature terrifying speed combined with firepower. While the tank itself can bring withering supporting fire to a fight, most of it's weapons require precision targeting, and doing so while keeping the vehicle agile and upright is difficult. With the smallest turret of any of the hovercraft, the Regulator is nearly impossible to recover from being flipped over on its own. \n\n\n==Roles and Gameplay Hints==\n\n===Prime===\nThis variant mounts a [[HVAC10]] as it's main gun. Backed up with a trio of [[HMG]]s great for whittling down [[armor]]. Able to deliver large pinpoint damage at any range, the Prime is capable of darting in and out of combat, or retreating quickly out of range while returning fire. Wary pilots will mind the reload time, as a missed shot in close range combat can be devastating. Two [[Free_tons|spare tons]] of reload space and [[EOptics]] give it plenty of combat longevity and 1[[HS]].\n\n===Variant A - ''\"Musketeer\"''===\nThe Musketeer is the most aggressive and heavily [[armor|armored]] of the two short range Regulator variants. It is equipped with a focus on whittling away armor with the high [[DPS]] of a [[RAC5]]. Three [[SRM2]]s provide quick firing and accurate splash damage which can be [[chain fire|chain fired]] during a brawl to increase [[screen shake]]. The Regulator's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover while the main weapon cools down, as the three [[SRM2]]s do not provide enough damage on their own to justify exposing one's self. Three [[Free_tons|spare tons]] for it's ammo bin can keep this variant in combat for a while, but pilots will find themselves returning to base for reloads quite often.\n\n===Variant B===\nA short range combat asset, the B relies on an [[LBX20]] as it's main weapon for blasting armor off at alarming rates coupled with two [[MG]]s for additional support. The addition of [[LAMS]] helps to fend-off missile barrage. Utilize this units speed and agility to dart in, dump you payload, move out to reload, then do it again over and over until you have pounded them into submission. Being ballistic based be mindful of your supply as you only get 1 [[Free tons]] on ammo for a total of 24 shots. Extra 0.5t of armor should help surviving engagments.\n\n===Variant C - ''\"Meteo\"''===\nThis variant brings a massive short range barrage to bear with an [[MRM30]]. Due to the nature of the launcher, it excels in hit and run combat, unloading it's missile load on unwary targets then retreating to cover to reload. Two [[MPL]] provide some additional power at very low heat loads. If it must retreat, the MRM30 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two [[Free_tons|spare tons]] of ammo, the MRM30 only has 18 missile barrages before it must return for reload. [[EOptics]] aid in planning an attack pattern and [[PDS|point defence system]] helps dealing with enemy [[BA]].\n\n===Variant D===\nThe Regulator D is best used with a teammate [[TAG]]ing or NARCing. On it's own, the [[TBolt20|TBolt class 20]] brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so from around corners and behind cover. Thunderbolt missiles can track a painted target up to 1940m, however this requires cooperation with a teammate, or a very steady hand with your own [[TAG]]. With a maximum of twelve missiles onboard, pilots are advised fill each of its 3 tons of storage with ammunition. Two [[ERSL]] won't do much but provide some defense against [[Battle Armor]] and drilling through the last few grams of armor left behind by your primary weapon's blasts.\n\n===Variant E===\nThe Regulator E is a somewhat mediocre [[sniper]] with only one [[ERPPC]]. While the Regulator Prime straddles the roles of sniper and [[brawler]], the E straddles the roles of sniper and [[skirmisher]] since its second weapon is an [[AC10]]. The E has very poor DPS and therefore functions as a low-damage [[poker]], a very lacking sniper, or as [[screen-shake]]-focused [[fire support]] [[asset]]. Close combat should be avoided without adequate support from allies. [[Kiting]] is a useful option on level surfaces as the E can run away at full throttle while unloading both of its weapons at any pursuer, a dangerous tactic on uneven terrain, though.\n\n===Variant F - ''\"Flare\"''===\nThe F brings precision firepower to the field with three [[ERLL]] and [[EOptics]] for spotting prey. At home at medium to long range, the F is able to either surgically remove components and arms, or keep near constant pressure on enemies. With two [[HS|heat sinks]], and the ERLL producing less heat then Clan tech, the F only ever has to return to base for repairs. While not incapable of defending itself at short range, pilots are advised to use the asset's speed to escape short range encounters. \n\n===Variant G - ''\"Ghandi\"''===\nBringing a [[Cluster ArrowIV]] onto the field for the least amount of cash, the G is a long range support vehicle. [[Free_tons|Two tons]] of reloads allow it some longevity as it provides heavy [[splash damage]] and enough Cluster missiles to help overwhelm enemy [[LAMS]]. However, the Arrow launcher is the Ghandi's only weapons system making assistance from allies or quick retreat its only option against enemies that can close the distance. While the Ghandi has no improved [[radar]], it can [[lock on]] to its own targets by [[deploying]]. Alternatively the Ghandi can [[dumb-fire]] its ArrowIVs for an area-of-effect attack. Generally speaking though, the Ghandi variant is mostly dependent upon allies for [[TAG]] or [[NARC]] target acquisition.\n\n==Canon==\nThe Regulator hovertank was the result of the Capellan Confederation refining its surviving industries to produce better combat vehicles after the Fourth Succession War and the revival of Star League technology from the Helm Memory Core. The General Motors 170 fusion engine gives it considerable speed and agility, however, making up somewhat for the thin protection on the flanks. The Tank first saw action in 3057, during Operation Guerrero. Its involvement in actions on Tsingtao brought to light the tank's offensive abilities when a lance of the tanks destroyed three AFFC 'Mechs.\n\nNotable Pilots: BloodRaven - MERC, Plotting-Raccoon - IS, Buff Skeleton - MERC, [12vr]Hammerzeitgeist - MERC\n\nDate Introduced 3057 during the Era known as \"Clan Invasion\" (3050 - 3061) - Unit Role: Sniper\n\n[http://www.sarna.net/wiki/Regulator Battletech Reference]\n\n\n{{Template:Navbox_Assets_IS}}"
                    }
                ]
            }
        }
    }
}