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Class: Medium Mech
Faction: Inner Sphere
Ticket cost: 8 upon destruction
Tier: 4
Tonnage: 55 tons
Speed: 86 km/h (120 km/h with MASC)
Torso yaw: 200°
Torso pitch: -34° to +40° while standing.
-34° to +49° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 62 000 CBills
Total base armor: 45 741
Price: 67 400 CBills
Total base armor: 45 741
Price: 68 700 CBills
Total base armor: 45 741
Price: 57 000 CBills
Total base armor: 45 741
Price: 65 800 CBills
Total base armor: 45 741
Price: 65 700 CBills
Total base armor: 45 741
Price: 66 300 CBills
Total base armor: 45 741
Price: 65 400 CBills
Total base armor: 45 741

The Bushwacker is an Inner Sphere Medium Mech that packs good armor for its size, as well as impressive firepower. Armed with a wide array of Weapons, and heavily Armored compared to the other Medium Mechs, the Bushwacker is meant to play a dominant position in the early game, and can hold its own against Heavy and Assault Mechs. Bushwackers are also one of the only Medium Mechs currently implemented that have LAMS, giving the A, B, and C variants limited team protection against enemy Missiles. Care must be taken to not get in over your head when piloting a Bushwacker, as it is not especially speedy or maneuverable, and possesses very little in terms of Equipment.

Roles and Gameplay Hints


The Bushwacker Prime is armed with one of the most diverse arrays of weapons in its weight class. An HVAC10 in the right arm, a torso-mounted ERLBL, and 2 LRM5s (left arm and external) give the Bushwacker Prime 3 different options for long range fire, and 2 MGuns give it adequate weaponry against Battle Armor. Equipped with EOptics and GECM, the Prime variant can use its speed and low profile to keep itself in range, while making sure to keep its enemies far. It also packs two spare tonnes of ammo, but the low fire rate on all its weapons keeps ammo consumption low. Best used as a second line mech, poking and prodding distracted enemies while friends keep them at bay. In a 1v1 this mech is hard pressed to stay alive, but by nature of being a Bushwacker it can be hard to pin down, and harder to kill.

Variant A

The Warthog

The A variant, also known as the "Warthog", mounts an impressive amount of rapid-fire weapons, making it a deadly close-quarters combatant as well as a powerful AA platform. Twin RAC5s provide the bulk of its firepower, dealing incredible DPS against most targets; supplemented by an ERMBL, SRM4, and 2 MGuns, the Bushwacker A can make short work of lighter targets, and possesses enough firepower and armor to go toe to toe with heavier assets at close range. The A variant suffers a bit at long-range combat, and care must be taken to ensure that the RAC5s do not overheat and jam. Four free tons for ammo give the Bushwacker A sufficient time in the field, but rearming is still an occasional necessity.

Variant B

The Bushwacker B forgoes the typical variety of weapons associated with Bushwackers and instead focuses entirely on close-range combat. A mighty LBX20 occupies the right arm, and along with two SRM6s the B variant packs an incredible close-range punch, capable of crippling most Light Mechs in a single pass. Two SPLs and an MPL mounted in the torsos supplement the B variant's close-range power, and everything can be used effectively against enemy Battle Armor. It also carries a laser anti missile system to give it some protection against enemy missiles. Like the A variant, the Bushwacker B is highly dependent on extra ammo; the single available ton will usually be spent on the big gun - LBX20, which means the SRM support will typically be gone after a few engagements.

Variant C

The C Variant is the cheapest Bushwacker available, and is a potent choice for closer encounters. Its primary weapon is the paired MRM10 launchers, dumping a solid volley out to a maximum of 750 meters if aimed precisely. For increased rapid fire damage, a UAC10 can be put to use when the enemy is closer than 600m. Finishing off the array of weapons is a single LPL, allowing precise rapid fire without ammunition dependence. Ammunition dependence is the only major flaw to this variant, as only a single spare tonne is available, but all the weapons are fairly smart on their consumption. Best used at ranges under 500m where aim is easiest.

Variant D

The Bushwacker D is a medium fire support mech that is very effective at mid to short range. Able to lay down constant damage on to a large target with its LXPL, 2 MXPLs, and 2 SSRM4's it can slowly work the Armour down off the heaviest of enemies provided it has enough time. This variant is most useful when backed up by other medium mechs or working with a team mate that has a lot of burst damage such as the Shadowcat or Hollander II. While their allies' weapons are getting ready for another burst the bushy can soften up key points on a enemy asset for its team mate to hit again and possibly kill the target or allow the bushy to kill it after the burst. This variant is also very good at killing BA thanks to its rapid fire arsenal, along with making any planes that try to close in at 700 - 500ms think twice about staying at that altitude. This bushy variant has to be careful about how long it fires its weapons because of uncomfortable heat build ups caused by the X-pluses, but seven DHS assure that the heat is dissipated swiftly.

Variant E

The only Bushwacker variant to pack MASC technology, the aptly named Rushwhacker is designed to take points and take names along the way. Its primary weapon is a dazzling array of 6 SBL, pumping out a massive amount of red light for not much heat at close range. Backing this up is a pair of SRM4, cementing this mech as a up close and personal build. Finally, a LBX10 cannon rounds off the build, providing reach out to medium range, and a decent AA presence. This mech is best used in tight spaces, or for securing far flung points fast. Use its speed to outrun and outflank foes, or run away from a bad spot. When fighting it, the LBX10 and a large amount of lasers are in one arm, so take that off first.

Variant F

An alternative long range variant to the Prime, the Bushwacker F sacrifices stealth for more fire down range. Its two missile racks carry an LRM10 launcher each, accompanied by a direct fire ERPPC and LBX5. Two ERSBL provide point defence, although thankfully only its missiles have a minimum range, and along with the shotgun provide the variant with BA countermeasures. Enhanced Optics assist weapon accuracy while a LAMS diminishes the damage caused by missile counter fire. Sparing no extra tons for ammo, pilots will have to be aware of their remaining missile count. A single DHS necessitates fire discipline and short breaks between engagements.

Variant G

The Bushwacker's G variant is truly for the man with 5 arms, mounting an impressively diverse array of weapons that may leave even some veteran pilots wondering how to manage their firing arrays. With an AC20 and a PPC mounted in the arms, right and left respectively, the Bushwacker G has good reach to strike at the pesky light 'mech that's trying to out maneuver it. The external SRM6 makes short work of Battle Armor foolish enough to stand in the open, and the torso mounted MPL and 2 Machine Guns provide additional support. This is a very cool-running varaint, even with just a single DHS it takes quite awhile to overheat - mainly due to the significant cycle time on the PPC.


The Bushwacker was designed to have as small a forward profile as possible. This wasn't possible until the Inner Sphere managed to steal blueprints of the Clan Vulture Omnimech during one of its raids, modifying the design heavily to create the basic Bushwacker. After problems with engine shielding were solved, production of the Bushwacker began on the planet Tharkad.

The Prime variant in MWLL carries the same loadout as the primary model of the Bushwacker in Battletech, albeit with a lower top speed (the original could run up to 86 km/h).

BattleTech Reference