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Weapons & Equipment » Search » Compact Gyro
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General Details
Name: Compact Gyro
Type (Category): Gyro (Core)
Reference: TechManual (p. 219)
Description: The gyroscope system of a BattleMech or IndustrialMech is one of the most critical components in the design of such units, on par with the engine systems and cockpit controls. Without this sophisticated equipment, ’Mechs would be far clumsier than today, scarcely able to maintain stability under even the simplest of actions, let alone the punishment of enemy weapons fire. The stabilizing influence of the gyro makes the BattleMech an effective war machine, and the IndustrialMech a versatile tool.
The standard ’Mech’s gyro today is a refined form of the types used in the early myomer-based IndustrialMechs of the mid-24th century. By the time of the Mackie’s development in 2439, gyro-stabilizers were a proven technology, only slightly bulkier than their modern counterparts.
In late 3067, even as two other new gyro types hit the field elsewhere, Lyran producers were on the verge of releasing their new compact gyro at TharHes Industries on Tharkad and Coventry Metal Works on Coventry. The onset of the Jihad delayed deployment of these systems until 3068, long enough for the FedSuns—working from Civil War-era plans—to begin producing their own models, which a few Davion mercs helped to test. Sadly, some of these mercenaries defected to Blakist command soon afterward, and the technology has spread to other Inner Sphere powers since.
Built along the same premise as the compact fusion engine, the compact gyro increases its mass by fifty percent, in exchange for reducing its physical size by half. This makes it harder to hit a gyro through internal damage, and enables ’Mechs so equipped to pack larger weapons in the central torso area.
Game Rules: The gyroscope is a ’Mech’s most sensitive piece of machinery. It keeps the ’Mech upright and able to move. The gyro can survive only one critical hit; the second destroys it.
After the first critical hit to the gyro, the controlling player must make a Piloting Skill Roll when the critical hit is applied, with a +3 modifier (in addition to any other standard modifiers); see Making Piloting/Driving Skill Rolls. In addition, the player must make a Piloting Skill Roll every time the damaged ’Mech runs or jumps, with a +3 modifier; the roll is made at the end of the ’Mech’s movement.
When a ’Mech’s gyro is destroyed (after a second critical hit), the ’Mech automatically falls and cannot stand up again; the controlling player makes an immediate Piloting Skill Roll, with a +6 modifier for the destroyed gyro (plus any modifiers for other damage), to avoid damaging the MechWarrior during the automatic fall.
’Mechs with a destroyed gyro may make weapon attacks per Firing When Down, and may change facing by one hexside per turn provided they have at least 1 MP available. A ’Mech with a destroyed gyro is not considered immobile.
Unit Type Availability
BattleMechs
Inner Sphere Data (BattleMechs)
| Prototype Date: | ~3055 |
| Production Date: | 3068 |
| Extinction Date: | — |
| Recovery Date: | — |
BattleMech Specific Construction Rules
May be mounted on Inner Sphere units in accordance with the following construction rules:
Not allowed if Primitive is selected for the unit's Technology Base Not allowed if unit is greater than 100 tons WEAPONS AND EQUIPMENT COMBAT AND CONSTRUCTION TABLE
Type
Heat
Damage (Aero)
Range (Aero)
Rating
Availability
Cost (C-bills)
Weight (Tons)
Criticals
Battle Value
Direct-Fire
Explosive
PE
–
– (–)
– (–)
E
X-X-E-D
400,000xIT
(ER÷100)x1.5
2 (CT)
—
—
—
ER = Engine Rating IT = Item Tonnage (weight of component itself) RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
MegaMek Output → Critical Slot: Gyro
Record Sheet Output → Critical Slot: Compact Gyro
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