I've finally written those Teleportarium Rules

By Amazing Larry, in Rogue Trader House Rules

Ok so I mentioned long ago I intended to do this, there's a little bit in the homer section and everything after Fluff which is somewhat specific to our ship and our adventures but pick and choose overall I say. Use this as a starting point if you like it, make it better, point out my godawful mistakes and come up with your own wacky failure table entries if I like them I might throw them into my own game and original document.

A word on "tokens" it's an idea I generated pretty much whole cloth which might irk some but I did it for a reason, primarily because it prevents the players from just kidnapping people and stealing things without ever having to leave the ship which I think is lame. Plus it can potentially work both ways, by having to have an attuned token object to teleport it keeps people for just effortlessly kidnapping you too.

Granted you can still kidnap people and steal things with teleportation per my rules you just have to make physical contact with them to do so.

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The Teleportarium

The teleportarium is a priceless piece of archeotech, it allows near instantaneous travel through the warp by means unknown. However it’s as dangerous as it is useful and subject to a number of limitations.

Limitations

1. The Teleportarium requires a “cooldown” period of ten minutes after every use to recharge the capacitors, recalibrate control mechanisms and run cogitator diagnostics. This process can be sped up through a successful operator tech use test by one minute for every degree of success to a minimum of five minutes but if the roll is failed each degree of failure adds a minute with no cap on how many can be added.

2. It can only teleport people/objects that are in physical possession of a teleportarium token or in firm steady physical contact with a person/object possessing a token. If a person or object meets this criteria anyone operating the teleportarium can teleport them even if they do not want to be. It is important to note however that tokens are always unique to a single specific teleportarium, and in fact physically possessing a token to one teleportarium will disallow any other to teleport you at all so long as you do.

3. The Teleportarium’s circular pad is only large enough to hold an object of MASSIVE size or smaller per pg249 Core Rulebook or about one hundred people assuming they’re bunched up about as closely as they could be without any of them touching.

4.It can only teleport people/items to a location/object that has been successfully scanned by the ship’s augers or for which detailed navigational data has been entered into it’s control cogitator.

5.It cannot teleport to any location protected by void shields or a geller field, nor can it operate while the ship’s void shields or geller field are operating except to teleport to another location encompassed within the shield or field.

6. It can NEVER deliberately teleport a solid object into another solid object, as the device’s venerable mechanisms contain countless safeguards against such an action. This may not be so much a matter of ethics or passivism on the part of it’s builders but due to the fact that a portion of the resulting explosion could very easily pass back through the “tunnel” punched through the warp by the teleportarium utterly destroying it and everything within many kilometers. Even in the case of a “destination drift fault” these systems will do their damndest to prevent such an occurrence or so a passage in it’s fragmentary and somewhat untrustworthy looking user’s documentation states.

7. It has a normal range of four void units but can operate at up to sixteen void units if necessary see the section on unfavorable conditions for details.

8. If over six unfavorable conditions exist then the Teleportarium is unable to get a lock and will not operate due to it’s built in safety protocols, this is probably a good thing.

9. The teleportarium may only be used by player characters or named NPCs with the tech use skill or by it’s dedicated crew of tech priests who are subject to the normal rules/bonuses/penalties applying to ship’s crew competency.

Creating Teleportarium Tokens

A token can be any metallic object from a golden button on a fine suit of clothes to the chassis of a land vehicle. Producing a token simply requires placing the object on the pad which must be otherwise clear/empty, inputting the “create token” command and leaving it sit for an hour. However while any number of tokens may be created only one token can be produced at a time and if the process is interrupted by so much as anything else moving onto the pad it has to be started over from the beginning.

Teleportation is not stealthy

A teleported person or object generates a sonic boom on both arrival and departure as long as there is a gas or fluid medium capable of transmitting soundwaves present, as he leaves behind a vacuum at the departure point and forces whatever fluids or particles are present out of the way on the arrival end. Both ends also experience brief rapidly dissipating wisps of offensive smelling warp vapors. The operation of the teleportarium insulates and protects the traveler but not his immediate surroundings, thus anyone within five meters of a traveler’s arrival or departure points suffers the effects a stun grenade see pg 126 core rulebook .

Using the Teleportarium

Under ideal circumstances using the teleportarium does still require the tech use skill but does not actually require a tech use test and teleportation succeeds as long as someone qualified be it a player character or it’s staff operate it. If any unfavorable condition is present however then it does require a base+0 tech use test, this test becomes one step more difficult for each additional unfavorable condition. The GM shall be the final judge as to which conditions are present.

Unfavorable Conditions

  1. The ship is either not stationary or not moving in a smooth predictable manner, or it attempts/makes a maneuver action that turn.
  2. The target destination is not stationary or not moving in a smooth predictable manner, or attempted/made a maneuver action on it’s previous turn.
  3. The warp in the area is turbulent or stormy
  4. The veil is worn thin in the area
  5. The area contains a particularly strong source of interference such as solar flares, electromagnetism, really heavy precipitation or radiation. If multiple sources are present they may stack and generate multiple penalties if the GM deems appropriate.
  6. Neither the starting point nor the destination point is the teleportarium pad ie teleporting directly from a planet’s surface to the bridge.
  7. The items/people transported are to arrive spaced or oriented differently in relation to each other then how they were when they departed, for example if the goal is to retrieve a dozen people spread throughout a hab spire in a single go and have them all arrive on the teleportarium pad or vice versa. Note that they must all be within three kilometers of each other to do this at all.
  8. Teleporting to or from a distance greater than the device’s normal range of four void units, an additional step of difficulty is incurred for each additional four void units up to a total maximum journey of sixteen void units incurring three cumulative unfavorable conditions.

Teleport Homers

When using a deployed teleport homer the tech use test to use the teleportarium becomes six steps easier, when a teleport homer is used to return to the teleportarium pad the homer may be retrieved at the same time without losing the benefit it grants. HOWEVER the teleport homer grants no bonuses whatsoever while being deployed on outbound transit via the teleportarium or when the homer itself is being transported between two separate points neither of which are the pad. A homer’s influence covers a sphere of space with a three kilometer radius.

A teleport homer is about as large as a household washing machine and weighs 270kilos, it has an armor value of ten and twenty-five points of structural integrity. If a homer loses all of its structural integrity it is damaged and must be repaired via an extended tech use test lasting a duration of the GM’s choosing. If this test is to be accomplished anywhere but an appropriately equipped facility then the test becomes three steps harder. If the homer reaches ten or more negative structural integrity then it is destroyed and reduced to a smoldering sparking pile of junk and mankind is poorer for the loss of an irreplaceable piece of archeotech.

Teleport homers are Near Unique for the purposes of acquisition, while there are some in circulation the vast majority known to exist are in the possession of various chapters of the Adeptis Astartes and they have no interest in selling them. ( Specific to my group: When you scavenged this teleportarium from where the chaos cultists had it hidden in their base there was one homer present in one of the five storage alcoves. Apparently the other four were already missing before they had it as near as your research could tell, perhaps they’re out there somewhere abandoned and forgotten or perhaps they were wrecked long ago.)

Using the Teleportarium in Starship Combat

Teleportation obviously grants an advantage in the form of boarding actions which cannot be foiled by exterior defense turrets. When used in ship combat said use constitutes the shipboard actions of both whoever does the operating and whoever makes the journey. Assuming the cooldown period does not become extended past the normal ten minutes the operator can also retrieve the travelers in the same turn which still requires a second tech use test.

Why ten you say? A starship turn is thirty minutes you say? You are correct sir but it does take some time to operate the device and it’s unlikely the enemy’s void shields were already knocked out before the start of the turn so you’re assumed to be waiting on that for almost ten minutes and/or spending that time moving through the ship to the teleportarium.

Additionally if players want to attempt teleportation on their turn they must declare so at the start, because void shields and geller fields prevent teleportation these must be switched off for the duration of any turn in which the user attempts a teleport. If the target has a void shield or geller field up then it must be knocked out during that turn by an attack or other effect to provide windows for teleportation.

Failing Tech Use Tests to Operate the Teleportarium

If the operator fails the results may be embarrassing or dire, if they fail by one to three degrees roll 1d10 and consult Table I Minor Teleportarium Faults, for four to seven degrees Table II Teleportarium Accidents, and for eight or more degrees Table III Catastrophic Teleportarium Accidents.

Table I Minor Teleportarium Faults

1-2 Safety Cutout : Some poorly understood safety protocol kicks on and aborts transit at the last moment, the teleportarium must now go through the normal cooldown period before another attempt can be made.

3-4 Overheat: Transit occurs exactly as desired except the Teleportarium’s capacitors overheat; add 10+1d10 minutes to the cooldown period unless in starship combat. If in starship combat then it simply cannot be used again until the next turn.

5-6 Blue Vidscreens: The Teleportarium’s machine spirit becomes displeased canceling transit and shows it’s displeasure by putting a blue display with upsetting messages on the vidscreens of all of it’s cogitator stations. The rite of rebooting must be performed followed by a number of other rites meant to sooth it and prevent a recurrence. Due to the simplicity of the rite and they complexity of the system this takes about forty five minutes requiring no tests if performed by a qualified operator, if in ship combat then the teleportarium is unusable both the rest of that turn and the entire next one.

7-8 Minor Destination Drift Fault : The travelers are each individually scattered 1d10 meters from their intended arrival point both horizontally and vertically. This will not place them inside of any solid objects or in a lethal environment such as inside a furnace, the void or a water main, if the scatter result would do so simply move the arrival point to the next closest empty space that wouldn’t. While they may appear several meters in the air they’ll most likely survive the fall if there is gravity, unless of course they materialize just outside the exterior walls of a hab tower or the like.

9-10 Oh I See: The travelers arrive upside down about a meter off the floor/ground in relation to local gravity, they must make a -20 agility test or end up prone, if they fail they also suffer 1d10 Pen0 impact damage to their head location and become stunned for a number of turns equal to any wounds lost. If the destination environment has no gravity then they arrive spinning head over heels and must make an appropriate agility test to recover per pg 224/269 core rulebook.

Table II Teleportarium Accidents

1-2 Power Surge Transit occurs as desired but just seconds later the teleportarium itself is seriously damaged as a surge of uncontrolled energies melt massive fuses, shake mechanisms from their mounts and strike any player characters or named NPCs in the component dealing them each 3d10 energy damage to be rolled individually for each. The teleportarium gains the damaged status as laid out in the starship combat rules, additionally another randomly chosen component on the ship becomes unpowered. 1d5 crew population and morale are also lost to represent those within the two components injured or killed by exploding electrical equipment or malfunctioning machinery.

3-4 Very Funny Enginseer: Transit occurs as desired except the traveler’s arrive nude as their armor/weapons/gear appears 1d10 meters separately from them horizontally or in the nearest available empty space per the scatter table. It will appear in midair as if being worn or held by an invisible doppelganger but will be affected by local forces such as gravity if present a moment later falling to the floor/ground or starting to drift away etc as appropriate to local conditions. Obviously this could be anything from simply embarrassing to almost instantly lethal depending on the environment. Bionics will remain attached/in place.

If only inanimate or soulless items were teleported they will simply arrive as a cloud of intact but separate base components or parts which will rain down from a height of 1d10 meters.

5-6 Major Destination Drift Fault: The travelers are each individually scattered 3d10 meters from their intended arrival point both horizontally and vertically. This will not place them inside of any solid objects and if it would they will instead be placed in the nearest empty space. However it will indiscriminately deposit them in lethal or damaging locations such as the void, inside a furnace or a water main if those are the nearest possible spaces. It is possible they will appear at a deadly height if the destination has gravity or in some dark underground/underdecks cranny.

7-8 Spiritual Switchboard Failure: Transit seems to occur as normal but it’s quickly apparent the traveler’s souls have been mixed up, each traveler will end up occupying the body of another chosen at random. Body swapped in this manner everyone will retain all of their own characteristics except for Strength, Toughness and Agility which they will receive from their new body. They will retain their own skills, traits and whatever talents are still logically usable in their new body per the GM’s discretion. They’ll also always retain their own psi rating and psykic powers if they had any, they must also make a willpower test or take 1d10 insanity even if they have the Jaded talent.

After a week switching them all back can be accomplished via a -20 psi focus test if one of them is a psyker or -40 tech use test using the teleportarium, either way switching back can be attempted a maximum of once a week and succeed or fail it inflicts 1d10 fatigue on all parties as the attempt is spiritually and physically exhausting.

If only inanimate or soulless things were being transported they are simply lost in the warp likely never to return. If only a single being with a soul was travelling the journey will seem to them to take several minutes during which while still mostly protected they will experience the warp with their senses and it’s creatures will show and tell them things too terrible to bear so that upon appearing at their destination they will have gained 5+1d10 insanity and 5+1d10 corruption.

9-10 Brundlefly: Transit seems to occur as normal with no ill effects, but material from some sort of animal or vermin or possibly warp creature appropriate to the ship, transit or destination of the GM’s discretion has become fused with the travelers own. Over the next month they will visibly mutate into aberrations gaining fur, scales, a tail or some other appropriate inhuman feature/features, permanently increasing strength and agility +10 but also affecting fellowship by -10 and intelligence by -1d10. They must also make a -20 willpower test or gain 2d10 insanity ignoring the Jaded talent if it is possessed.

If only inanimate or soulless things were teleported they will instead just be irreversibly reduced in craftsmanship by one step, if they were already poor craftsmanship they will arrive distorted almost beyond recognition and if they contained fuel or anything incendiary or explosive they will catch fire or explode appropriately 1d10 combat turns after arrival. Anything else will seemingly dissolve into corrosive brown odious goo a few minutes after arrival.

Table III Catastrophic Teleportarium Accidents

1-2 What We Got Back Didn’t Live Long Fortunately: When the travelers arrive they will be inside out or their forms otherwise horrifically distorted or even melded with one another into a grotesque blob, mercifully they will all die within moments. Anyone witnessing their fate must immediately make a willpower save or gain 1d10 insanity as will those who were operating the teleportarium as they realize what has occurred.

All inanimate or soulless items are likewise distorted to the point of destruction, if they contain anything explosive or flammable they will instantly explode or burst into flames appropriately on arrival this includes the travelers weapons and gear if they had any.

3-4 Warp Explosion : Nothing will arrive at the destination point except a massive explosion of warp energy with a profile of 2d10+10 SHIP DAMAGE ignoring all armor and if the destination was inside of a ship/fortress etc the arrival component is destroyed as well. Whatever or whoever was being transported is totally obliterated somewhere in the process as the “tunnel” is breached and uncontrolled energies burst into it. The veil is now thin within a radius of 1d5 void units and everyone in the blast zone or anywhere nearby suffers 5+1d5 corruption from the brief but violent exposure.

5-6 Catastrophic Destination Drift Fault , the travelers are each individually scattered 1+1d10 kilometers from their intended arrival point both horizontally and vertically. This may and probably will indiscriminately place them in deadly environments and/or completely lethal altitudes. If this would place them inside of any solid object (non-fluids) at the arrival point it does so. In such a situation even a very small object will immediately explode with the force of several atomics.

In that case the full extent of the destruction shall be so massive that the GM will use his best judgment as to it’s effects but they should be dire, up to cracking planets in half or at least causing global extinctions and leaving radioactive fallout etc if the destination was a world. Ships will simply be reduced to debris fields or massive clouds of void dust.

If the destination was something/somewhere other than the teleportarium pad or elsewhere on the ship roll a d10, on 8+ a large portion of the explosion travels back through the “warp tunnel” generated by the process before the control systems can shut it and the ship is obliterated also

7-8 Event Horizon: Transit does not occur and anyone on the teleportarium pad is immediately possessed by a deamonic entity. 2d10 deamons will also appear nearby, the type of these deamons and their “commander" is up to the GM, they can be a group of one type or a grab bag of many. Anyone possessed during the initial disaster will fight alongside or even lead them. Those possessed immediately gain 10+2d10 corruption which they will retain even if exorcised by a qualified person or organization. The Inquisition will likely involve themselves if they hear of the event.

9-10 Resonance Cascade: Transit does not occur and a warp rift will open on the teleportarium pad, in seconds it will expand rapidly to a size of 20+2d10 kilometers enveloping the ship, dealing it 10+3d10 ship damage and dumping it into the warp also dealing 1d10 corruption to everyone onboard. The ship will then suffer incursions of 2d10 ebon geists every five seconds until the geller field can be raised or it can translate back into the materium. Each of these geists will decrease crew population and morale by one percent every day until hunted down.

This warp rift will remain in whatever spot the ship was at when the disaster occurred until it finally closes 1d10 centuries later, until then it will function like a mini Eye of Terror. The Inquisition will definitely involve themselves if they hear of the event which they almost certainly will.

From here it's largely optional and specific to our ship but grab what you want.

Fluff

The Teleportarium Operator is out of harm’s way……well probably anyway

The Teleportarium operator’s compartment is a fortified elevated and enclosed space which is a full twenty meters away from the Teleportarium pad and about ten meters above it with a large transparent armaplas window fitted with an adamatium shutter than can be deployed via a large red button. There are actually quite a few large red buttons in there, as well as a number of switches with frightening sounding labels many of them underneath red plastic safety guards. Somebody is SUPPOSED to be on watch in there ALL THE TIME. It’s not a small space having room for several people to carry out systems related tasks and containing lots of heavily shielded cogitator banks and electrical equipment.

There are heavy doors at either end of the compartment that open out onto spiral staircases that can be used to get down to the level with the pad, normally these doors are sealed and locked.

Accessing the Teleportarium

There are two main entrances both of which have an airlock style access, the first is on the same level of the pad itself and enters onto it from the left side of the room from the perspective of those in the control compartment. The space between two massive doors is as large as the pad itself ensuring anything that can be teleported can be moved in or out of the area even into or out of vacuum without losing pressure from one to the other. The outer of the two large doors opens onto the massive main cargo access passage that runs along the keel of the ship serving the cargo compartments and lighter bays.

The second main entrance is much smaller built for access of personnel, it’s also an airlock but the space between the outer door and inner is nothing but a narrow sloping passage with a ninety degree blind turn halfway up and all too narrow for two people to pass each other without turning their shoulders. The inner door opens on the back end of the operator compartment and the outer opens into a lighter bay.

Both doors at both entrances are usually kept shut, sealed and locked. The outer doors are typically each guarded by a pair of boson’s mates carrying lasguns and monoswords. There are some maintenance tunnels bridging the teleportarium with the cargo/lighter compartments/bays nearby but these are kept sealed, bolted shut and locked. The tech priests who serve the teleportarium have the keys and don’t let anyone else have them.

Additional Facilities

On the opposite side of the teleportarium pad as the large main entry/loading doors are a pair of hatches leading to a number of compartments including a maintenance area and common room for the tech priests who serve the teleportarium. This area contains some more access points for more of it’s many systems and it’s hookups to the ship’s power network. It also has their lockers, tools, common room, bunks and whatnot. They make their daily prayers and devotions while kneeling on the Teleportarium pad it being the holiest component in the entire system.

I like it. All I've read is the title, but I like it. :)

No seriously, all I've read is the title. :ph34r:

I like ... some of it, and dislike other bits :)

What your tokens do, is what I expect the Teleport Homer to do, more or less.

Also, due to the length of Ship Combat rounds, I'd suggest a longer cool down time, but that might just be me.

I'm not sure if that's rules or a rulebook.

I was hoping for something... neater.

Ive never come across anything saying that Teleport Beacons are the size of washing machines.

Teleport homers are built into Terminator armour to increase accuracy when deepstrike teleporting, so i could understand if they were big, but Beacons can be carried by scouts and deployed by enemy lines using stealth, so it doesn't add up that they are huge.

I'm not sure if that's rules or a rulebook.

I was hoping for something... neater.

I was too.

Teleportation is tricky in that it's one of the four big setting and story killing scifi technologies, without really stringent and stupidly detailed rules it rapidly unravels everything if it's not the total focus of the story. The other three are obviously replicators, holodecks and time travel....ESPECIALLY TIME TRAVEL.

Ive never come across anything saying that Teleport Beacons are the size of washing machines.

Teleport homers are built into Terminator armour to increase accuracy when deepstrike teleporting, so i could understand if they were big, but Beacons can be carried by scouts and deployed by enemy lines using stealth, so it doesn't add up that they are huge.

My experience with them is mostly from Dawn of War II which depicted them as big blocky objects with spinning satellite dished ontop which is sort of how I ended up envisioning them as I wrote that section. I dunno I think a squad of Space Marine Scouts could transport such a thing if it easily broke down into several modules. Real life grunts carry 1/3rd of a mortar around sometimes and those things are stupid heavy. The baseplate is like 70lbs by itself.

I like ... some of it, and dislike other bits :)

What your tokens do, is what I expect the Teleport Homer to do, more or less.

Also, due to the length of Ship Combat rounds, I'd suggest a longer cool down time, but that might just be me.

Well there was a compromise there in regards to what I wanted to accomplish in starship combat and what I wanted to accomplish everywhere else. I wanted it to be a valid one turn there and back again option for hit and runs in starship combat but that was almost secondary. I don't know if any of you have ever watched say Star Trek Voyager or even the better written Treks where they would pop down for less than ten seconds grab something or someone in a chokehold and pop back out again.

I'm not against the result of that being pulled off or teleportation being used as a means to it but I want there to be a challenge to it you know? I want them to have to cope with whatever the environment or situation is for a minimum of five minutes because that gives time for a real combat or some clever scoundrel type roleplay.

Ive never come across anything saying that Teleport Beacons are the size of washing machines.

Teleport homers are built into Terminator armour to increase accuracy when deepstrike teleporting, so i could understand if they were big, but Beacons can be carried by scouts and deployed by enemy lines using stealth, so it doesn't add up that they are huge.

My experience with them is mostly from Dawn of War II which depicted them as big blocky objects with spinning satellite dished ontop which is sort of how I ended up envisioning them as I wrote that section. I dunno I think a squad of Space Marine Scouts could transport such a thing if it easily broke down into several modules. Real life grunts carry 1/3rd of a mortar around sometimes and those things are stupid heavy. The baseplate is like 70lbs by itself.

I'd strongly advise ignoring Dawn of War as it is notoriously canon breaking :P

Well either way there's kind of a balance thing involved in that it's so effective it kind of needs a mechanical drawback and I decided on a combination of rarity, size and weight. There's still nothing stopping you from loading the thing in the back of a lighter or acquiring four servitors to carry it around on poles like it's the ark of the covenant.

Fluff is one thing but mechanics have to come first or I may as well just hand the players a "press this to win" button. That and what can I say it's an unrefined effort and I'm plenty aware of it's lack of streamlining and it's somewhat bloated nature, I've got vague aspirations of becoming some sort of a professional writer, I like playing and running Rogue Trader and the group recently got a teleportarium so I thought what the hell I'll try writing a ruleset because there really isn't one in place and kind of needs to be.

Take it for what it's worth if you hate it don't use it, if you like chunks of it take them and build off them. Or you can even just take it, use it, ***** about it's failings but never actually produce any sort of alternative. I don't mean to sound too snarky there believe me like I said I'm less than 100% thrilled with how it turned out myself but there's a learning curve to this ****.

Well either way there's kind of a balance thing involved in that it's so effective it kind of needs a mechanical drawback and I decided on a combination of rarity, size and weight. There's still nothing stopping you from loading the thing in the back of a lighter or acquiring four servitors to carry it around on poles like it's the ark of the covenant.

Fluff is one thing but mechanics have to come first or I may as well just hand the players a "press this to win" button. That and what can I say it's an unrefined effort and I'm plenty aware of it's lack of streamlining and it's somewhat bloated nature, I've got vague aspirations of becoming some sort of a professional writer, I like playing and running Rogue Trader and the group recently got a teleportarium so I thought what the hell I'll try writing a ruleset because there really isn't one in place and kind of needs to be.

Take it for what it's worth if you hate it don't use it, if you like chunks of it take them and build off them. Or you can even just take it, use it, ***** about it's failings but never actually produce any sort of alternative. I don't mean to sound too snarky there believe me like I said I'm less than 100% thrilled with how it turned out myself but there's a learning curve to this ****.

I was merely offering my input, which i'll continue to do so without any personal issues.

Firstly there's a difference between beacons and homers. Beacons are deployed on a planets surface and allow the teleportarium to lock on. Homers are built into terminator armour and allow for more precise teleports, whether or not a beacon is being locked onto.

I'd personally suggest making the beacon smaller but a lot more rare - from what i've come across in fiction over the years there are less beacons than there are teleportariums, so it shouldn't be a hassle to use one merely to acquire one. Making them Unique acquisitions would work.

You can offset the reduction in size by saying that a beacon needs to be synced with the teleportarium (similar to the homers) between EVERY use. This will stop stealth ground forces moving around the beacon and allowing ongoing pinpoint deep strikes.

Mechanically a beacon removes the need for an augur scan, should probably allow for longer distance teleports and make the accuracy of better. I'd suggest putting all of mishaps onto a single table rated from 1 to 150. Every degree of failure on the tech-use test would add 10 to the d100 roll but using a beacon would allow two rolls and the character making the check can pick the result.

Homers on the other hand seem like they need to be built into the armour of those being teleported - perhaps saying they are Extremely Rare and can only be installed into suits of armour that cover all locations. If everyone being teleported has an active homer then the tech-use test recieves a +20 bonus, if less than all but at least half of those being teleported have an active homer this bonus drops to +10 and if less than half have homers then there is no bonus.

3. The Teleportarium’s circular pad is only large enough to hold an object of MASSIVE size or smaller per pg249 Core Rulebook or about one hundred people assuming they’re bunched up about as closely as they could be without any of them touching.

My players just invented the way to hunt down great turtle whales valued for their prized shells.

They just have to bring the teleportarium to great butcheries.

I actually really like this. Now I've just got to find a way to get a teleportarium into my players' hands.

Thanks for the work, OP.

I actually really like this. Now I've just got to find a way to get a teleportarium into my players' hands.

In my experience you won't have to work to get a Teleportarium in anyone's hands. Mention that one exists somewhere in the Expanse and they'll drop everything to try and claim it.

It's a good read and I'll be using parts of it. I use the suggestions that don't allow use of the teleportarium but once per encounter so the party usually boards via torpedo and teleports off, or goes planetside via lander. Come to think of it, they always use the teleportarium as an escape device and rarely ever as a delivery method.