IKE-3 Super Tank
Cost: 200
Size: 10”
Armor: 4d10
Propulsion: 6”
Notes: Massive: Can crush infantry and small vehicles underneath it if they make base contact while the IKE-3 is moving.
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”
Optional Rule; Inspiration: The IKE-3 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-3 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
Quasar Cannon
Cost: 50
Range: 35”
UR: 6
Damage: 4d10
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
Cost: 30
Range: 20”
UR: 5
Damage: 2d10
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
Cost: 20
Range: 15”
UR: 6
Damage: 3
Notes: Each Machinegun is controlled by a different gunner, allowing them to fire independently of each other. Fires 14 shots per attack.




