| Redundant Gyros |
| Field Manual: Homebrew |
| Introduction |
| Its sure a lot harder to knock down a mech if it has a spare gyro it can power up under its hood. |
| By: Chris Hoyal |
| Navigation |
| Rules |
| Redundent Gyro Systems Here's house rules for a redundent (backup) gyro system (refered to as RGS). Ment for use with my duel engine rules, but can be used in "normal engine" mechs up to a point (as will be shown). The RGS is intending to provide a backup gyro in a mech in case of damage or destruction of the primary gyro (something many mechwarriors have asked for. ;-) ). The RGS takes weighs the normal 1 ton per 100 engine ratine (round up like normal). It also takes 1 crit per ton, and this MUST be in the CT. (note it s RGS, Gyro 2, ect). So, as the CT normaly only has 2 free crits, this can normaly only be used with engines up to 200 rating. It can, however, be combined with my Duel Engine system up to a CER of 400. A mech with the RGS can activate it (or deactivate it and return to the original gyro control) any time by spending a turn imoble (no movement, no torso twist). When active the RGS imposes a +1 to all PSR (this is cumlitive with all other modifiers EXCEPT gyro hits) (this is due to less then optimal gyro placement). Unlike a conventional gyro, an RGS is destroyed by a single hit. The task of switching from one gyro to the other can be done even after the gyro in use at the time becomes destroyed. Cost wise, a RGS cost 4x the price of a regular gyro of equil size (due to the duplication of various connections and changes in computer control required). If the RGS system is destroyed while it is activated the mech automatically falls, but if it is still available it may power up its normal Gyro the next turn and attempt to get up. Mechs with the available space may mount multiple RGSs. |