Difference between revisions of "Heavy-Duty Gyro"

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==Description==
 
==Description==
Originally introduced by the [[Draconis Combine]] in [[3067]], the heavy-duty gyro is constructed from denser materials and features an reinforced outer shell, factors which allow it to withstand increased damage prior to failure. While apparently not of interest to the [[Clans]], these attributes resulted in the technology's quick spread across the [[Inner Sphere]] during the maelstrom of the [[Jihad]]. However, while no more bulky than a standard gyro, the device is twice as heavy, resulting in a notable cost and weight penalty when used in conjunction with larger [[Fusion Engine]]s. <ref name=TM>''Tech Manual'', pp. 219-220 "Gyros"</ref>
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Originally introduced by the [[Draconis Combine]] in [[3067]], the heavy-duty gyro is constructed from denser materials and features a reinforced outer shell, factors which allow it to withstand increased damage prior to failure. While apparently not of interest to the [[Clans]], these attributes resulted in the technology's quick spread across the [[Inner Sphere]] during the maelstrom of the [[Jihad]]. However, while no more bulky than a standard gyro, the device is twice as heavy, resulting in a notable cost and weight penalty when used in conjunction with larger [[fusion engine]]s.<ref name=TM>''TechManual'', pp. 219-220, "Gyros"</ref>
  
==Game Rules==
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==Rules==
In game terms the heavy-duty gyro is able to withstand three [[critical hit]]s, one more than standard gyro. The first hit results in a piloting skill roll penalty (+2 in ''Maximum Tech'', +1 in ''Total Warfare'') for rolls other than standard running or jumping movement, then suffers effects are normal. The heavy-duty gyro weighs twice as much as a standard gyro calculated on engine rating. <ref name=MT>''Maximum Tech'', p. 69 "Gyroscopes"</ref> <ref name=TM/>
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<div class="gamerules">
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===Game Rules===
 +
In game terms, the heavy-duty gyro is able to withstand three critical hits, one more than the standard gyro. The first hit results in a piloting skill roll penalty (+2 in ''Maximum Tech'', +1 in ''Total Warfare'') for rolls other than standard running or jumping movement, then suffers effects as normal. The heavy-duty gyro weighs twice as much as a standard gyro, calculated on engine rating. <ref name=MT>''Maximum Tech'', p. 69, "Gyroscopes"</ref> <ref name=TM/>
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</div>
  
 
==References==
 
==References==
 
<references />
 
<references />
 
  
 
==Bibliography==
 
==Bibliography==
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*''[[TechManual]]''
 
*''[[TechManual]]''
 
*''[[Total Warfare]]''
 
*''[[Total Warfare]]''
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[[Category:Gyros]]
 
[[Category:Gyros]]

Latest revision as of 17:49, 21 December 2022

The Heavy-Duty Gyro is an advanced variation of the standard BattleMech gyroscope.

Description[edit]

Originally introduced by the Draconis Combine in 3067, the heavy-duty gyro is constructed from denser materials and features a reinforced outer shell, factors which allow it to withstand increased damage prior to failure. While apparently not of interest to the Clans, these attributes resulted in the technology's quick spread across the Inner Sphere during the maelstrom of the Jihad. However, while no more bulky than a standard gyro, the device is twice as heavy, resulting in a notable cost and weight penalty when used in conjunction with larger fusion engines.[1]

Rules[edit]

Game Rules[edit]

In game terms, the heavy-duty gyro is able to withstand three critical hits, one more than the standard gyro. The first hit results in a piloting skill roll penalty (+2 in Maximum Tech, +1 in Total Warfare) for rolls other than standard running or jumping movement, then suffers effects as normal. The heavy-duty gyro weighs twice as much as a standard gyro, calculated on engine rating. [2] [1]

References[edit]

  1. 1.0 1.1 TechManual, pp. 219-220, "Gyros"
  2. Maximum Tech, p. 69, "Gyroscopes"

Bibliography[edit]