Night Gyr D
- Type
- BattleMech
- Tech
- Clan
- Mass
- 75t
- Role
- Missile Boat
- Intro
- 3052 Clan Invasion
- Rules
- Standard
- Cost
- 22.48M C-bills
- Move
- Armor
- 220 pts
Large Pulse LaserMedium Pulse LaserLRM 20 ×4
Technical Readout: TR:J · Record Sheets: RS:J
Compare this unit
Availability by era
7 eras · 11 factions
| Gun | Pilot | Adj BV |
|---|---|---|
| G0 | 1 | 6,674 |
| G1 | 2 | 5,836 |
| G2 | 3 | 4,854 |
| G3 | 4 | 3,813 |
| G4 | 5 | 2,889 |
| G5 | 6 | 2,485 |
| G6 | 7 | 2,225 |
| G7 | 8 | 1,965 |
| G8 | 8 | 1,849 |
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 D is a 75-ton missile boat that fights at long range, cruising at 43 km/h and topping out near 65 with a 120-metre jump capability. Where the Prime configuration mounts twin ER PPCs in the left arm and an Ultra AC/10 in the right, this configuration carries an LRM 20 in each arm and each torso, all four tied into Artemis IV fire-control systems. A Large Pulse Laser sits in the center torso and a Medium Pulse Laser in the head, in place of the Prime's three Medium Pulse Lasers spread across both torsos and the head. The heat-sink count of 12 double sinks is lower than the Prime configuration's, and the design remains a maintenance-intensive one; Ironhold Gamma Complex builds it, with production also at CJF Factory Zone 4.
Armor & loadout
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Enr | HD | 1 | |
| Enr | CT | 1 | |
| Msl | RT · LT · RA · LA | 4 | 36 rds · 6 t |
| electronicsArtemis IV FCSpodClan | RT · LT · RA · LA |