The Cyclone Missile Launcher is designed to be part of a Marines Terminator Armour. It provides heavy support with a variety of ways in which it can be fired. Despite its bulk, the Cyclone does not interfere with the Marines normal movement as the Terminator Armour compensates for the load with automated load distributing systems. The Marine carries a Storm Bolter in his right hand, and a Guidance System in his left hand that is able to very accurately acquire targets for the Cyclone. The Marine does not have a Power Glove, so if he is attacked in close assault he gets a 2 modifier to his roll. The Cyclone is typically armed with 6 Crack and 6 Plasma Missiles for a broad range of offensive and defensive options, although it can be rearmed when purchasing from the Force List. A Cyclone can never be reloaded on the battlefield as this requires the entire removal of the Terminator Armour. The Marine player has to choose his targets carefully with such a limited supply of ammunition, and to also keep track of all the missiles he has fired. Firing Quick Shots A Marine can only fire a Quick Shot with a Crack Missile. It is not possible to fire a Quick Shot with a Plasma Missile. When firing a Quick Shot, the Marine does not use the Cyclones Guidance System. He chooses to forego accuracy for a quicker shot that can be fired when moving and turning, or even on Overwatch. The hit rolls to destroy his target are not as good when firing a Quick Shot. If the Marine has no Crack Missiles left he is not able to fire a Quick Shot or enter Overwatch with the Cyclone. Cyclone on Overwatch The Marine can choose to enter Overwatch with the Cyclone if he has at least 1 Crack Missile left. The Marine player must state that the Overwatch is for the Cyclone, not the Storm Bolter. It is not possible for a Marine to be on Overwatch for both weapons at the same time. In all other respects the normal rules for Overwatch apply. A target will be fired upon with a Quick Shot if it performs an action within the Marines LOS and Range of 12 squares. If the Cyclone runs out of Crack Missiles during Overwatch then the Marine can choose to automatically continue the Overwatch onto his Storm Bolter instead. The Marine can always voluntarily drop out of Overwatch if he chooses, and he is not forced to fire at a target more than 12 squares away while in Overwatch. Firing Guided Shots When firing a Guided Shot the Marine is using the Cyclones Guidance System to accurately track the target for a better chance to hit. Both Crack and Plasma Missiles can be fired as Guided Shots. The Marine player needs to state which missile he is firing and the intended target before any dice are rolled. Move and fire options are not allowed with Guided Shots. Firing a Salvo The Marine can choose to fire a Salvo of at least 2 missiles up to the number he has remaining. The Salvo can deliver a deadly hail of missiles almost instantaneously, but it is a risky option that can knock the Marine prone from the combined reverse thrust. When firing a Salvo the Marine resolves the first missile fired, then the second missile, and so on until he chooses not to fire any more missiles in that Salvo. He does not need to initially declare the number of missiles or targets that he is firing in the Salvo, but he must fire at least 2 missiles. New targets in the Marines LOS that are revealed as a result of an earlier missile hit may be fired upon with later missiles. The Marine may fire more than 1 missile at the same target if it survives an earlier strike. At the end of the Salvo, the Marine player must roll a dice and get at least the number of missiles fired or higher or else he falls prone from the thrust blast. Example: If 4 missiles were fired in a Salvo, the Marine player needs to roll a 4, 5, or 6 for the Marine to stay on his feet, a roll of 1, 2, 3 means that the Marine has fallen prone. Note that firing 7 missiles in a Salvo will automatically knock the Marine prone. All rules for being prone apply, in addition the Marine can not spend any more APs or CPs until his next turn. He is too disoriented from the shock wave to immediately react. Malfunction The Cyclone can only Malfunction if there is at least 1 missile remaining. If the Marine is killed by any means, roll a dice. On a roll of 1 the Cyclone Malfunctions with a large blast. All models and features on the section must roll to see if they are destroyed. If the Marine is involved in a round of close assault and the result is a draw, then roll a dice. On a roll of 1, the Cyclone has been struck and Malfunctions. The Marine and his attacker are both automatically killed, while all other models and features on the section must roll to see if they are destroyed in the blast.