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Mech Name: Vulture

Tech Type: Clan

Tonnage: 60

Weapons Slots: 16

Max. Armor Points: 372

Min/ Max Speed (KPH): 65.02/ 100.04

Good For:
Missiles. The Mech is capable of carrying up to 5 LRM20s.
Component Options:
ECM, Light Amplification, LAMS

Here we have a seminal battlemech design. Along with the Mad Cat, the Thor, the Loki, the Cougar, and the Daishi, it is one of the original Clan Mechs introduced into the BattleTech universe.  The Vulture traditionally fulfills a fire-support role; lightly armored, with primarily long-range weaponry.  You are free to modify the armor, of course, but leaving long-range weaponry on the mech is a fine idea. It doesn't have quite the tonnage for weapons of the Argus, the Inner Sphere design that fills the same weight class,  but it has eight missile slots and two omni slots. Two sets of three beam slots allow for an excellent range of support weapons.

The Vulture can pack any kind of missile (two of any kind, in fact), but LRMs fit the design especially well.  With a little effort, it's possible to squeeze 5 LRM20s into the mech with two tons of ammunition for each; one can be downgraded to an LRM15 if things are tight. This kind of salvo can devastate  even the largest of mechs with only a few volleys, frequently knocking targets over in the process.  Also, the vulture is one of a few mechs that can turn its torso a full 360 degrees.  Is that big, bruising Daishi with its AC20s getting too close for comfort?  Start walking the other way; use your speed advantage to keep him at distance. Just keep your business end pointed in his direction and be careful not to walk into any buildings.

Missile weapons score especially well in attrition and team attrition matches. The Vulture is therefore a good choice for those contests, but its combination of speed and firepower really mean that there are few scenarios where it is not a worthy choice. It's also a surprisingly durable mech, one of the best in the game.

Chassis Weapons Armor
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