Night Gyr Prime
- Type
- BattleMech
- Tech
- Clan
- Mass
- 75t
- Role
- Skirmisher
- Intro
- 3052 Clan Invasion
- Rules
- Standard
- Cost
- 20.57M C-bills
- Move
- Armor
- 220 pts
Medium Pulse Laser ×3ER PPC ×2Ultra AC/10
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 | 6,537 |
| G1 | 2 | 5,717 |
| G2 | 3 | 4,754 |
| G3 | 4 | 3,736 |
| G4 | 5 | 2,830 |
| G5 | 6 | 2,434 |
| G6 | 7 | 2,179 |
| G7 | 8 | 1,924 |
| G8 | 8 | 1,811 |
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 Prime is a 75-ton skirmisher that cruises at 43 km/h and tops out near 65, with a jump capability of 120 metres. It carries an ER PPC in the left arm and an Ultra AC/10 in the right arm, backed within its own frame by three Medium Pulse Lasers, one each in the left torso, right torso, and head. The design is noted as maintenance-intensive, and its 300 XL fusion engine sits behind ferro-fibrous armor over an endo steel structure, with 20 double heat sinks handling its weapons mix. Ironhold Gamma Complex builds the type at its Ironhold works, with production also carried out at other sites.
Armor & loadout
| Weapon / Equipment | Loc | Qty | Ammo |
|---|---|---|---|
| Enr | HD · RT · LT | 3 | |
| Bal | RA | 1 | 20 rds · 2 t |
| Enr | LA ×2 | 2 |