Warp Drive Test Facility

by Dan Hussey

Though most of the Adeptus Mechanicus's research is based on Mars, some experiments are too dangerous to conduct near populated systems. One example are the Warp Test Facilities. There are only a handfull of these vast Space Stations and their locations are kept utterly secret, but it is known one was in the Gothic sector during the war. Warp drive research in itself is extremely hazardous work and the potential dangers of other forces capturing one of these stations has meant that crew selection has some of the strictest screening in the Imperium. So far so good... The Test Centres are unable to have their own offensive weapon systems as the power drain is too great, instead the emphasis is on Defensive weaponry, though it is normal practice to have several Squadrons of Furies and Starhawks aboard. As you would expect, because of the extreme forces contained within, Warp Drive Test Facilities are extremely well armoured, and have a wealth of  communication and sensor arrays. This enables them to contact other Imperial units and withstand attacks untill help arrives.

Type/Hits
Speed
Turns
Shields
Armour
Turrets
Station/6
-
-
5
3+
3
Armament:
Range/Speed
Firepower/Strength
Fire Arc
Launch Bays
30cm/20cm
4
Furies/Star Hawks

Special Rules:
  • Communication/Sensor Arrays

    In battle the extra sensor and communication equipment is used to help the flow of orders within nearby Imperial Forces. Any Imperial ships in the area get +1 Leadership.

 

  • Damage

    The results of a warp core breach can be devastating. When the facility is damaged it takes Critical hits on the roll of a 6 as normal, BUT then roll another D6 if the result is also a 6, roll on the Catastrophic Damage Table.  When reduced to 0 damage roll on the Catastrophic Damage table. 
  • CATASTROPHIC DAMAGE TABLE
    1-5 Hulk! The Facility remains as a floating hulk. It maybe targeted again, roll to hit as normal, for each hit roll again on this table.

    6-7 Unstable Core! The warp drives housed within the Facility have become dangerously unstable, while the Facility remains as a hulk, it is by no means "dead". In EACH End Phase roll 1D6 add +1 to the score for each turn after the first roll(1st turn +1, 2nd turn +2, 3rd turn +3, etc), if the total is 7 see "Critical Mass".

    8-10 Warp Drive Implosion! The Warp drives implode in a massive burst of energy. Anything within 4D6 cm takes 2D6 Lance hits (shields have no effect). Replace the Facility with a warp rift template.

    11-12 Critical Mass! As the experimental warp drives overload, the space surrounding the facility becomes one with the warp. Anything within 6D6 must roll on the table below. Mark the area of space affected, this remains as a giant warp rift!

    1-3 = Moved 8D6 in a random direction
    4-6 = Destroyed! The craft is destroyed by the immense powers released.
  • Boarding

    If the factory is boarded, then roll 1 D6, on a 5 or 6 the attackers have damaged the fuel tanks, roll on the catastrophic chart.

  • Campaign Rules
  • In a campaign the Test Facility can be bought as a Reinforcement, it is then designated to a system. Each Harvester gives you +1 repair points. If a system is captured with an intact Harvester it may be used by the Fleet now controlling that system.