Night Gyr A
- Type
- BattleMech
- Tech
- Clan
- Mass
- 75t
- Role
- Skirmisher
- Intro
- 3052 Clan Invasion
- Rules
- Standard
- Cost
- 20.76M C-bills
- Move
- Armor
- 220 pts
Medium Pulse Laser ×3Large Pulse LaserUltra AC/20Streak SRM 6 ×2
Technical Readout: TR:J · Record Sheets: RSFP:Wave 2
Compare this unit
Availability by era
7 eras · 11 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 6,191 |
| G1 | 2 | 5,414 |
| G2 | 3 | 4,502 |
| G3 | 4 | 3,538 |
| G4 | 5 | 2,680 |
| G5 | 6 | 2,305 |
| G6 | 7 | 2,064 |
| G7 | 8 | 1,822 |
| G8 | 8 | 1,715 |
Piloting rides one point worse than Gunnery, capped at Piloting 8, the conventional pairing. Regular is Gunnery 4 / Piloting 5.
Recognition notes
The Night Gyr A is a 75-ton heavy that fights close in, cruising at 43 km/h and topping out near 65, with a jump range of 120 metres. Where the Prime configuration carries an ER PPC in the left arm, this configuration mounts a Large Pulse Laser and a Medium Pulse Laser in the same location, and in place of the Prime's Ultra AC/10 it fields an Ultra AC/20 in the right arm. Instead of single Medium Pulse Lasers in each torso, this configuration carries a Streak SRM 6 in the left torso and another in the right torso, and the head still carries a Medium Pulse Laser. The heat-sink count sits at 16 double, fewer than the Prime's 20, and the design remains maintenance-intensive. Ironhold Gamma Complex builds it at Ironhold, with additional production at Alyina.
Armor & loadout
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Enr | HD · LA ×2 | 3 | |
| MslStreak SRM 6 | RT · LT | 2 | 15 rds · 1 t |
| Bal | RA | 1 | 15 rds · 3 t in RT |
| Enr | LA | 1 |