MercTech: Gyros

General Overview
Unlike the base game, where mech gyros don't appear in the mechlab as an accessible item, MercTech adds them in as an actual item that can be salvaged and bought, destroyed and repaired, or switched for one of another type. Unlike in tabletop, where the gyro's weight is based on the engine's weight, in MercTech you can mount a gyro of any rating, with them having an impact on the mech's ability to recover from stability damage. If a gyro is destroyed from critical hits, you will lose the ability to recover from stability damage, significantly slowing down your mech's turn rate.

Standard Gyro:
Existing for as long as the battlemech has, the standard gyro would be the sole type of gyro used by every mech in the Inner Sphere and the Clans until the technological renaissance of the post-invasion period would see the introduction of new variants that can expand a mech's offensive or defensive capabilities.

Mechlab rules: The Standard Gyro takes 3 slots in the center torso. This gyro will be destroyed with 2 critical hits.

Extra-Light Gyro:
A lightened, but bulkier gyro developed by Comstar scientists, the Extra-Light Gyro weighs half that of a standard gyro, but is 50% larger, taking up all available space in the center torso (unless you have a Compact Fusion Engine). While the extra weight freed up by this gyro can be used for other equipment, the larger gyro is more likely to be hit should the center torso armor be breached.

Mechlab rules: The XL Gyro takes 5 slots in the center torso. This gyro will be destroyed with 2 critical hits.

Heavy-Duty Gyro:
Based on the rugged gyros used by industrialmechs in dangerous environments, Combine scientists created a new combat-rated gyro that's capable of not only being more responsive under heavy fire, but can take more hits before suffering critical damage. The drawback to this durability is the Heavy-Duty Gyro's immense weight, weighing twice that of a comparable standard gyro.

Mechlab rules: The Heavy-Duty Gyro takes 3 slots in the center torso. This gyro will be destroyed with 3 critical hits. Has improved stability recovery over the other gyro types.

Compact Gyro:
On the opposite end of the XL Gyro, the Compact Gyro is a smaller, but heavier gyro, trading free tonnage for increased space in the center torso. This allows more and/or larger equipment to be mounted there, as well as decreasing the chance of the gyro taking direct damage. Compared to the Heavy-Duty Gyro, the Compact Gyro weighs only 50% more than a comparable standard gyro, making it easier to mount on tonnage starved mechs.

Mechlab rules: The Compact Gyro takes 1 slot in the center torso. This gyro will be destroyed with 2 critical hits.