Component:ereg: Difference between revisions
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| Power || <span style="color:#FF4040;">'''-650'''</span> (kw) | | Power || <span style="color:#FF4040;">'''-650'''</span> (kw) | ||
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| Modifier: Reload Time (Energy) || <span style="color:# | | Modifier: Reload Time (Energy) || <span style="color:#90EE90;">'''-20%'''</span> | ||
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| Modifier: Cooldown Time (Energy) || <span style="color:# | | Modifier: Cooldown Time (Energy) || <span style="color:#90EE90;">'''-20%'''</span> | ||
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| Modifier: Cooldown Time (Beam) || <span style="color:# | | Modifier: Cooldown Time (Beam) || <span style="color:#90EE90;">'''-20%'''</span> | ||
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Latest revision as of 07:28, 30 September 2026
In Game Description
Additional energy reservoirs, heatsinks, and improved housing reduces the recharge time on energy-based weapons like lasers, beams, or railguns.
Stats
| Energy Regulator | |
|---|---|
| Cost | 30 pts |
| Dimensions | 3x3x3 |
| Hitpoints | 100 |
| Hitpoints to Function | 15 |
| Damage Threshold | 15 |
| Mass | 30 tonnes |
| DC Priority | Low |
| Power | -650 (kw) |
| Modifier: Reload Time (Energy) | -20% |
| Modifier: Cooldown Time (Energy) | -20% |
| Modifier: Cooldown Time (Beam) | -20% |
Lore
Kind of a catch-all term for any system that optimizes or upgrades directed energy weapons, like particle beams.
Shelter and the Protectorate use a specific model - the Tsunami Energies Pulsarlight - for almost everything but it's more common to see E-Regs purpose-built for whatever they need to be installed on. No two E-Regs look the same and that's mostly because there's a difference in optimal setups across both navies. I've only seen a few of the OSP E-regs when we were doing salvage ops after Emit Time and I think it's safe to say they have a better idea of what-goes-where than we do.
- I. Parker, CMC


