OK so I want to use a plot device in my upcoming session...
Basically - the players have accompanying themselves a Mechanicus Vessel from the Lathes, anyways - this ship and its master are going with the PCs to a planet that I based on Cybertron (albiet no transformers on it - I didnt go that far LMFAO)...
The specifics aren't important - what is - is the Mechanicus' ability to "break the rules" and commune (aka speak with) awaiting ships who are posed to Warp to this "first ship" (again, thats accompanying the characters).
So the component that came to mind (that I am making up herein) is a "Pulse Emitter"
Purely an experimental component (I read in Battlefleet Gothic that Admech ships commonly have 1 experimental component).
What this does?
Benefits:Fires up a special reactor in the ship (think extra engine / generator, lots of power) - this "blast" pierces the warp and transits to said programmed point (i.e. where the awaiting ships are ATM - near and around Port Wander). This this bypasses the need for Astropathic Choir and most importantly gets to the destination in hours - very very powerful yes...
Drawbacks: After firing this Pulse Emitter - the ships aux engine is offline (damaged) requiring the ship to return to the Lathes (specifically) for a repair period of d5 Years. On top of that - this pulse also draws from the ship's main engine, after the pulse the ship is without power for d5 days (no life support, no shields, nothing).
Trope: The quest for knowledge is sooo important that we are willing to take losses and incur hazard - the gist.
So there you have it, a plot device that "breaks the rules" but does so with severe drawbacks!
Would you allow this to rock?
Advise, Concerns, Thoughts?
Morbid