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Weapons & Equipment » Search » XL Gyro
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General Details
Name: XL Gyro
Type (Category): Gyro (Core)
Reference: TechManual (p. 220)
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.
ComStar’s enhancement of gyroscope technology—first deployed in the waning weeks of 3067 as a series of quick upgrades—increases the system’s overall bulk by half in exchange for a component that weighs only half as much as the standard models. Developed to give Com Guard ’Mechs more tonnage for weapons and equipment, several of the newer and refitted ’Mechs that took part in Case White featured this technology. Apparently, enough were captured and reverse-engineered to give XL gyros to the Robes as well.
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: | 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 Land-Air (Bimodal), or Land-Air (Standard) is selected for the unit's Chassis 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
750,000xIT
(ER÷100)x0.5
6 (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: XL Gyro
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