Sub-group: The Wreckers
Function: Aerial Assault
Alternate Modes: Attack Helicopter
Weapons: Incendiary Shell Cannons, Hi-Energy Photon Beam Rifle, Null-Ray Module, Parlyzo Box
Special Abilities: N/A
Height: 32ft/ 9.75m
Quote: “ If used logically, madness makes a great weapon.”
Tech Skill: 6
Profile: Regardless of who (or what) first coined the phrase “sometimes crazy works,” Whirl lives that axiom in action. He believes that, logically speaking, insanity makes an extremely effective weapon. Enemies flee in terror before the absolutely lunatic maneuvers he pulls on the battlefield. His extreme agility in helicopter mode enables him to spin, bob, weave, dive, and bank like a mechanoid totally out of control. Or totally out of his mind. Needless to say, Whirl is a rather reckless fighter and can take damage because of it. He’s okay with that, though, because he absolutely loves his job.
Repeated psychological and cerebro-circuitry maintenance scans have failed to pinpoint the cause of Whirl’s erratic behavior in combat. This has generally failed to provide any consolation to his superiors, whose attempts to manage him in action are often frustrating, to say the least. Whirl tends to be most effective when freed of the constraints of conventional battle tactics.
Abilities: In helicopter mode, Whirl is extraordinarily maneuverable and can fly at virtually any angle. His top speed is 400 mph and his range is approximately 1,600 miles. His armament consists of four incendiary-shell cannons, a high-energy photon beam rifle, a null-ray module which interferes with the flow of electrical current through mechanical systems (effectively rendering robot opponents or inanimate devices temporarily inert), and a circuit-shorting paralyzo box. Whirl possesses great strength as a robot in addition to a gifted intellect.
Weaknesses: Whirl’s penchant for wild flight patterns causes great stress on his rotor blades, making them prone to damage.