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Vulture spin.gif
Class: Heavy Mech
Faction: Clan
Ticket cost: 9 upon destruction
Tier: 11
Tonnage: 60 tons
Speed: 86.4 km/h
Torso yaw: 360°
Torso pitch: -34° to +40° while standing.
-34° to +50° while crouching.
Variant Armament
Variant Weapons Equipment
Price: 88 100 CBills
Total armor: 51 315
Engine Size: 300 XL
Price: 85 100 CBills
Total armor: 55 148
Engine Size: 300 XL
Price: 86 100 CBills
Total armor: 51 315
Engine Size: 300 XL
Price: 82 600 CBills
Total armor: 49 400
Engine Size: 300 XL
Price: 86 900 CBills
Total armor: 55 148
Engine Size: 300 XL
Price: 89 400 CBills
Total armor: 58 661
Engine Size: 300 XL
Price: 95 400 CBills
Total armor: 51 315
Engine Size: 300 XL
Price: 81 450 CBills
Total armor: 47 480
Engine Size: 300 XL
Armor Points Distribution

All stats current as of release 0.16.1

The Vulture (Clan designation Mad Dog) is a Clan Heavy Mech used primarily in highly specialized fire-support roles. Normally not found on the front lines, Vultures typically circle at the fringes of the battlefield, utilizing their powerful Weaponry to pick off stragglers and cripple stronger opponents. Its moderately heavy armor offers adequate protection against most counter-attacks, while unlimited torso rotation allows it to fire at the enemy even during retreat.

Vultures are fairly affordable in regards to other Clan Heavy Mechs, and as such doesn't pack quite as much in terms of Weapons, Equipment or Armor. However, some Vulture variants are equipped with GECM, allowing them to stalk their prey while enjoying a measure of Radar invisibility.

Vulture pilots should be aware of the design of the Mech's side torsos. Enemy Battle Armor can land onto them and blast at the cockpit from the side, or crouch down to remain hidden from Vulture teammates trying to blast it off. Additionally, since the majority of variants mount a large portion of their weapons tonnage in the side torsos, they are obvious targets, and likely to be destroyed in the mid-fight. Expert Vulture pilots will manage to defend their lost torso while still applying damage on their foes.

Roles and Gameplay Hints


The Vulture Prime is the most adaptable of all the Vulture variants, mounting a powerful array of Lasers backed up at long-range by Torso-mounted Missile launchers. 2 cLPLs and 2 cMPLs gives the Prime Variant potent close- to mid-range firepower, and the twin cLRM15's give it a respectable long-range punch. When used with EOptics, the Vulture Prime can barrage foes at long-range, and accurately disable closer enemies with well-placed Laser fire. The 6 Double Heat Sinks provide barely adequate cooling for the heat generated by the Pulse Lasers, so a pilot must carefully watch his heat levels. A much more expensive alternative to Vulture Prime is the Madcat Prime which mounts a similar array of LRMs and Lasers, but with increased armor, more equipment, and less maneuverability.

Variant A - "Virgin Supreme"

Informally known as the "Gauss Dog", the Vulture A variant is an excellent long-range fire support configuration. Armed with twin cGauss Rifles and with its EOptics suite, the Vulture is a classic sniper that is capable of inflicting devastatingly precise damage at long-range. Ideal for crippling slower Assault Mechs, picking off enemy missile boats; and with steady aim- it can quickly ground enemy Aerospace. Four free tons for ammo and an extra ton of Armor give it considerable longevity on the field, but its two cSRM2s aren't enough to sustain it in a brawl- as much as to blast a landed Battle Armor and disrupt foes aim in crucial moments with Chain Fire mode. It's the enemies mistake to focus this mech's side torsos, with it's destruction only comes a loss of one measly cSRM2 launcher, and any destroyed torso can be easily hidden with this variants protruding center torso and 360 torso twist. Pilots of this variant should watch for foes that focus on the the real threat of this mech; it's arms- and fast Light Mechs that can dodge between Gauss shells and shrug off SRM blasts.

Variant B - "Buzzard"

This unit has enormous burst fire power. Mounting one Extended Range Particle Projection Cannon provides it with a 900 m reach to soften up an opponent, but also generates enormous heat. At 400 m, the twin Heavy Medium Lasers will open up, but produce quite a bit of waste heat which must be carefully managed. Two ATM9 HEs come to life at 300m, applying continuous cockpit shake to the target due to the staggered launching pattern. This makes it almost impossible to return fire accurately during a volley. Even with 7 Double Heat Sinks, one needs to keep an eye on the heat. Alpha striking is not recommended, and once this asset is within 300 m of its target, it should refrain from firing the CERPPC unless it is absolutely necessary to secure a kill. It is tempting to treat this unit like a pure DPS build, but it isn't capable of constantly applying its damage. ATM launchers with large salvo sizes have a painful delay between trigger pulls, as do HMLs. A better approach is look for opportunities to fire off a salvo of ATMs with a laser burn, and to immediately break for cover in order to recycle your weapons and dissipate a bit of heat. The 360 degree torso range makes this tactic surprisingly easy, as many players will attempt to chase you after you engage, and leading them around a series of blind corners presents the Buzzard with its ideal engagement window: short and angry.

Variant C - "Trebuchet"

Formery known as the "Yeoman", the Trebuchet mounts two cLRM20's and one cLRM15's, making it the most powerful ground-based missile boat currently available. It is capable of firing a massive volley of 55 missiles at a time - more LRMs than any other unit. It sports 3 CERML for medium-close range firesupport. This ridiculous firepower is offset by poor heat management, sacrificing armor, as well as the close-range difficulties. Slowly chain firing helps noticeably with the heat issues and provides a stream of missiles impacting your foe. 3 extra tons of cLRM reloads helps with sustained battlefield presence. Another saving grace is that it can't poptart, however that can be largely negated if this variant is used in conjunction with NARC/TAG units. The 360 degree torso twist makes this a particularly mean variant on wide open maps due to ease of kiting slower heavies and assaults.

Variant D

Good for both longer range fire support and mid-range line battles, the D variant packs a straightforward configuration of 2 cERLLs, one in each arm, and 2 torso mounted standard range ATM9s. EOptics enhance the accuracy of the lasers, while a GECM suite provides radar cover, which allows the unit to stay active for missile locking. An extra ton of armor and two tons of ammo for the ATM's helps extend this asset's presence on the battlefield. Exercise caution when running hot, or risk damaging the 5 DHSs when firing both lasers as a group; alternate fire is recommended. On paper, this asset cannot out shoot the standard ATM9 Ryoken. However, as a Vulture, it is graced with a 360 degree torso, which allows it to retreat while locking and firing. This allows the asset to maintain the narrow std. ATM arming window of 125-750 m, and only assets that can move faster than 86 kph can hope to close that distance.

Variant E

Almost a brawler's dream come true, the E variant has nearly everything you could ask for in a close range variant; only missing MASC and GECM. The Vulture E carries 2 CMPLs, 2 CERSLs, and 2 CDSSRM6s. Four tons of reloads on the SRMs allows for liberal missile fire, but the 3 DHS will struggle to manage your whole arsenal's heat production for long, though. This variant is capable of standing against many other brawler 'Mechs in its weight class and price bracket with an extra 2 tons of Armor and weaponry, and it will effortlessly bulldoze anything smaller than it in mere seconds as long as there's coolant to spare.

Variant F

A variant capable of seriously ravaging nearly any asset in its weight bracket or lower, the Vulture F fields decent weaponry for long range engagements and absolutely devastating weaponry for close range ones. Long range firepower comes in the form of a single CLBX5 and a single CERPPC - both allocated to one arm. This weapon variety allows for mixed roles of sniping, light anti-air, Battle Armor hunting, and fire-support. The F variant's main punch, however, is in its three ammo-hungry Dual SRM 6's, which can easily blow through armor and savage most light and medium mechs in a single pass. A single additional DHS often proves to be hardly adequate in managing heat from aggressive weapons use, so chain-firing the DSRM6s is recommended to lessen the heat load. Three free tons of ammo (usually all used for the DSRM6s) provide some battlefield endurance. It is tempting to think of an SRM boat as variant reliant on splash damage, but the unguided rockets of an CDSRM6 barrage track accurately to the point of aim, and allow the pilot to drill a hole an an enemy's armor. The increased armor of this variant is useful for a born and bred brawler, and the unlimited torso twist of this asset allows it to spread damage all over its body, while it focuses its own damage on a single component.

Variant G

Variant G Another variation on excellent fire- and anti-air support, the new G variant carries the hallmark dual cLRM20 launchers 1000m Lock Range / 1470m Max Range, supported with 3 cUAC2's with a listed range of 1200m, offers a respectable punch. Autocannon accuracy is improved through the EOptics suite and allows for longer range passive sniping with weapons that don't trace back to their source. Beagle Active Probe or BAP boosts detection range by 200m giving it a maximum ranger of 1200m, keeping the Vulture G somewhat out of harms way. The final piece in it's arsenal is a TAG laser, allowing to pick out targets for allies and allowing pilots confident in their aim to guide missile volleys without waiting for a lock. Should a large assault catch you in close range, utilize your 360 torso to walk away while shaking their screen as much as possible with your cLRMs and try and lure them towards your teammates.


Known to its Clan designers as the Mad Dog, it was given the moniker of Vulture amongst the Inner Sphere because of its hunched-looking shoulders and protruding torso. Originally developed by the Smoke Jaguars in 2963, the Vulture is intended as a support Mech capable of delivering a missile-heavy payload to the target. Some configurations sport heavy direct-fire weaponry such as the Vulture-C, which mounts a pair of Clan Gauss Rifles, one in each arm. Notable Pilots - Floodinator - MERC, Nytmare - MERC, NekoWarrior - IS

Date Introduced 2963 during the Era known as "Late Succession War - LosTech" (2901 - 3019) - Unit Role: Missile Boat

BattleTech Reference