Regulator

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Regulator
Regulator.png
Class: Hovercraft
Faction Inner Sphere
Ticket cost: 7 upon destruction
Tier: 6
Tonnage: 45 tons
Speed:

100 km/h (150 km/h with boost)

Turret rotation: 360°
Turret pitch: -25° to 65°
Variant Armament
Variant Weapons Equipment
Prime:
Price: 55 500 CBills
Total base armor: 21 374
A:
Price: 62 100 CBills
Total base armor: 24 133
B:
Price: 53 600 CBills
Total base armor: 22 751
C:
Price: 53 400 CBills
Total base armor: 21 374
D:
Price: 59 900 CBills
Total base armor: 21 374
E:
Price: 57 000 CBills
Total base armor: 21 374
F:
Price: 56 200 CBills
Total base armor: 21 374
G:
Price: 54 500 CBills
Total base armor: 21 374

An Inner Sphere counterpart to the Clan Epona, the Regulator focuses more on less but larger 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 right on it's own.


Roles and Gameplay Hints

Prime

This variant mounts only a Gauss. 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 tons of reload space give it plenty of combat longevity.

Variant A

The most aggressive of the two short range variants, the A focuses on keeping it's target suppressed with a RAC5. Three SSRM2 provide additional cockpit shake. A GECM suite and the asset's low profile help this variant get into combat without the enemy getting wind of it. Careful pilots will use cover to let the main weapon cool down, as the three SSRM2 will not provide enough supressing fire on their own. A single spare ton 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.

Variant B

A mid range combat asset, the B relies on an LBX10 as it's main weapon, with two ERMBL to support. At home both at medium range and short range, this variant can provide both short range burst damage to single components, or more suppressing fire at medium range. While the two Medium Lasers don't produce much heat, the LBX10 does not have any reloads.

Variant C

This variant brings a massive short range barrage to bear with an MRM40. 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 ERSBL provide some additional power at very low heat loads. If it must retreat, the MRM40 can still deliver heavy damage with steady aim out to 600 meters. Precise fire with this variant is critical, as even with two spare tons of ammo, the MRM40 only has 18 missile barrages before it must reload.

Variant D

The Regulator D is best used with a teammate TAGing or NARCing. On it's own, the TBolt class 40 brings Gauss rifle damage to bear with some splash. However, with a teammate directing missiles in, this variant can do so around corners or even over cover. Thunderbolt missiles have an absurd range against painted targets, however communication and teamwork is essential. With a maximum of twelve missiles onboard, pilots are advised to use them when they're sure of a target. Two SBL provide some defense against Battle Armor, and a TAG laser can paint targets for it's own missiles or for teammates.

Variant E

The E is a designated support asset. Able to provide area denial out to one kilometer with both an LRM20 and ERPPC, the E lacks accurate damage to smaller components. Beware warmer climates and shorter ranges, as the ERPPC and LRM20 both generate a lot of heat, and are of limited utility at shorter ranges. While it does have an extra ton of LRM20 ammo, it does not have any additional heat dissipation.

Variant F

The F brings precision firepower to the field with three ERLBL. 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 Heat sinks, and the ERLBL 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.

Variant G

Bringing an Arrow IV onto the field for the least amount of cash, the G is a long range support vehicle. Two tons of reloads allow it some longevity as it provides heavy splash damage and LAMS saturation on it's foes. However, the Arrow launcher is it's only weapons system, and the asset's speed it's only defense against anything that can close the distance. While it can work on it's own, this variant is most dependent upon it's teamwork for both defense and efficient targeting with as TAG or NARC.

Canon


Battletech Reference