Viewing Weapons & Equipment
Weapon & Equipment Information
General Details
Name:  Heavy-Duty 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.

The Draconis Combine unveiled the heavy-duty gyro sometime in mid-3067 and shared it with the Free Worlds League as part of a secret technologies exchange. Since the start of the Jihad, this technology has spread to other Inner Sphere factions as well, and—like the other new gyro types—has yet to be duplicated by the Clans.

A vast improvement over standard gyros (though they weigh twice as much for an equivalent rating) the heavy-duty gyro is the same size as the standard model, but has a reinforced outer shell, more redundancy, and is composed of denser materials that can together withstand more damage than the standard military gyro.

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 two critical hits; the third destroys it.

The first critical hit does not force a Piloting Skill Roll, but simply applies a +1 modifier to all future rolls. After the second 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 third 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:  3067
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
500,000xIT
(ER÷100)x2
4 (CT)
ER = Engine Rating
IT = Item Tonnage (weight of component itself)

RULES LEVEL PROGRESSION TABLE
Start Year
End Year
Rules Level
~3055
3066
Experimental
3067
Standard

MegaMek Output → Critical Slot:  Gyro
Record Sheet Output → Critical Slot:  Heavy-Duty Gyro