Imperial Arsenal

by Dan Hussey (based on an idea by Chris Lucking

Imperial Arsenal

0 pts

The Imperial Navy gets through an incredible amount of ammunition and needs to be able top rearm where ever they may be. Imperial planets would have huge ammo dumps and a selection of transport ships, that would resupply orbiting Imperial Craft. The battleship "Sword of Justice" and it's escort had arrived at Durabe IV to rearm, unaware of Governor Erik Van Herl's plans for his own little empire. Using coverted transports armed from the supplies held in the planet's ammo dumps, an attack was launched on the unsuspecting battleship. With it's shields down and preparing to dock the Sword of Justice was destroyed, but not before it could send out a distress call. A nearby Tracking Station recieved the message and relayed it to the nearest Imperial forces, unfortunately for Governor Erik Van Herl this happened to be an advance fleet from the Dark Angels chapter of Space Marines. The Rock was not far behind. After the destruction of Durabe IV it was decided not to leave Navy munitions in the hands of Imperial Governors, better to have the Navy looking after it's own interests. Hundreds of giant Space Station Ammo Dumps were built and spread throughout the galaxy, creating a web of supplies for the Imperial Navy. They are so heavily armoured and defended, that only a handfull have ever been captured.

Type/Hits Speed Turns Shields Armour Turrets
Station/12
0
0
6
5+
6
Armament: Range/Speed Firepower/Strength Fire Arc
Launch Bays
30/20
4
-
Weapons Battery
60
6
All round
Lance Battery
45
2
All round

 

Special Rules:
  • Damage

  • This giant ammo dump does not have a critical hit table, only a catastrophic hit table! Everytime the facility takes a hit roll a D6, on the result of a 6 roll on the table. If the facility is reduced to 0 damage roll on the table.

    CATASTROPHIC DAMAGE TABLE
    1-6 Shut Down! The facility's saftey systems cause a shut down, but the ammunition within remains secure. The facility can be targeted again, roll to hit as normal, for each hit roll again on this table.

    7 Fireworks! Some of the vast supply of torpedoes stored within shoot out through breaches in the hull. Surround the base of the model with topedoes so it is circled by them. They move forward as normal in the ordnance phase.

    8-12 DETONATE! The ammuntion stored within detonates, causing an explosion of horrendous power. Everything within 6D6 takes 2D6 automatic hits. For D6 turns ALL ships have -2 LD from the Electro Magnetic Pulse from the explosion.

  • Boarding

  • If the facilityy is boarded, then roll 1 D6, on a 5 or 6 the attackers have damaged the ammunition stores, roll on the catastrophic chart.

  • Campaign Rules

  • To capture an Imperial Arsenal, fight the raiders mission and board the facility. The defender gets 2D6 x 10pts for defences. If your fleet controls the ammo dump, before each battle make a Leadership test for all ships with torpedoes, if passed they make take a consignment of special torpedoes.
  • Campaign Rules

  • If one race controlls all Imperial Arsenals they never run out of ammunition when rolling a double for "Reload Ordnance" special orders and have D6 consignments of special torpedoes.