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==Whirlwind Helios== [[File:SM Space Marine Whirlwind.jpg|right|thumb|300px|Whirlwind Helios]] The default Helios-pattern launcher (named for the [[Forge World]] which manufactures it) fires anti-infantry missiles, giving the Space Marines anti-horde support. They don't use this tank in the way that most [[Imperial Guard]] armies use their artillery; while IG artillery supplies sustained bombardment of static positions (enemy forts, armies, cities, etc.), the Whirlwind fires a quick barrage of devastating firepower to support Space Marines who need it, and then moves on to the next trouble spot. The launcher has 2 types of missiles. The first, the imposing Vengeance missile is like a baby basilisk cannon at S5 AP4 meaning it will lol straight through any GEQ army but will just bounce off a MEQ. Its little brother, incendiary castellan, is weaker, the same stats as a frag missile, but has the ignores cover special rule. Perfect for taking out those pesky [[Tau]] pathfinders and telling the Daemons of nurgle or Venom/Malanthrope spamming Tyranids exactly which hole they can shove their shrouded up. While there aren't rules for them anymore, the launchers can also fire "standard" castellan rounds. These missiles are weighted to burrow into the ground, leaving long sensors trailing from the top. This allows the whirlwind to fire minefields against an approaching foe. The [[Land Raider Helios]] takes its name from having this type of launcher. On the tabletop, Whirlwind Helios are generally best fielded in units. Taking a squad of three grants Shred and Pinning to the entire group and ruins the day of anything short of a monstrous creature. Adding in a spotting [[land speeder]] gives the group unlimited range and re-rolls to hit. Off the tabletop, these things are hard to get a hold of. It's generally easier and cheaper to get a hold of one of the Forge World variants, and that should tell you something. Converting a Rhino is generally easier. 8th Edition The Whirlwind has lost the ability to be fielded in squads and has to pay command points for the land speeder support. For armament, the vengeance missiles now hit like Autocannons with 2d3 shots and the castellans have lost their incendiary nature but have gone up to S6 with 2d6 shots. The whirlwind cannot change firing modes over the course of the game, however. {{clear}}
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