After much tinkering, the IKE-3 has been upgraded to the IKE-4, which I intend to motorize once I get some of the new IR motor parts.
Cost: 300 Total
Cow Catcher: The IKE-4 has been upgraded with a front mounted cow catcher capable of ripping through anything in the way.
Spare Room: Can function as an APC due to excess of cargo room.
Radar: Receives +1 on UR rolls against targets within 15” and any stealthed units are revealed if they get within 10”
Ultra-Hardened: The front of the IKE-4 is made of an ultra-hard material called Adamite, which gives the front of the IKE-4 an armor level of 6d10.
Latch-on Cargo: The IKE-4 has a detachable rear platform capable of carrying additional infantry and Marauder Battlesuits into battle.
Optional Rule; Inspiration: The IKE-4 is a inspiring weapon, granting a +1 to the rolls of all allied units within 20” of it, and a -1 to all enemy units within 20”
Optional Rule; Late to Battle: The IKE-4 can be deployed later in the battle at any edge of the playing field on the player’s side at the start of a predetermined turn. In the turn before the IKE-3 arrives, the ground is shaking so badly that all units within 20” of the intended entry point will recive -1 on UR rolls. Upon arriving, roll a number of die equal the number of soldiers (if you have 10 troopers, roll 1d10, if you have 11 troopers roll 1d10+1 and so on and so on). The number that comes up is the number of soldiers that will not be able to do anything this turn, because, if they’re allied, they’re cheering wildly, and if they’re enemies they’re crapping their pants with fear.
Weapons: Quasar Cannon, Mk. II Linked Heavy Laser Cannons, Mk. II Heavy Machineguns, Mk. II Heavy Flame Throwers
Notes: Needs to spend one turn cooling down after firing. Has a gunner separate from the main crew allowing it to fire independently of other weapons.
Mk. II Linked Heavy Laser Cannons
Notes: Both cannons can be fired at the same time if range permits. Calculate range from the end of the cannon. Controlled by the main pilot.
Mk. II Heavy Machineguns
Notes: Each Machinegun is controlled by a different gunner, allowing them to fire independently of each other. Fires 14 shots per attack.
Mk. II Heavy Flame Throwers
Damage: 3d6 Flame
Notes: Each Flame Thrower is controlled by the Heavy Machinegun gunners, who can choose to fire one or the other.