When upgraded with Ion Thrusters, Vultures are the fastest moving unit in the game. This makes them ideal for scouting. Their high-damage concussive attack is most effective against small-sized ground units: combatants such as zerglings, zealots, marines, and firebats; deadly spellcasters such as high templar and defilers; and the worker units of each race. Hit-and-run attacks should be used to compensate for their lack of durability. With the patrol command and firing backwards, vultures can fire even while moving.
In terran vs protoss matches, vultures are vital with their mines which can severely injure high-hit point protoss units and impede their army movement. They provide good cover fire for the slower siege tanks. Spider mines also fill a harassment role very well against both zerg and protoss.
Vultures cannot attack air units. Unlike most ground units (the worker units being the exception), Vultures hover, and as such do not trigger spider mines laid by an opponent's vultures.
Gives each vulture three spider mines. Vultures cannot replenish their supply of mines once expended. New mines may only be created with new vultures.
Mines burrow where deployed and are not player-controllable. Each mine causes 125 damage and has 20 hit points. Mines do not benefit from any upgrades. Air and hovering ground units (namely SCVs, drones, probes, vultures, archons, and dark archons) do not activate mines. Mines can sense and attack nearby cloaked ground units such as ghosts or dark templar even without the aid of a detector. They will not, however, reveal cloaked enemy units. It is possible for ranged units to pick out the mines before being hit.