Homing beacons and teleportation

By Guards, in Dark Heresy House Rules

So the inquisitor for the campaign i am planning has more then one ship. Naturally these are Imperial Warships modified for the Inquisition, he has good ties to the Imperial Navy and the Imperial Guard.

So he has his own battle cruiser and has allowed his Interrogator [one of them anyways] to have their own ship a cruiser with a frigate escort. I am thinking that if the players can justify back up with good roleplaying and solid *IN GAME REASONS* to get some back up generally speaking the Inquisitor will atleast try and give it to them. They will start out having most contact through the Interrogator and not the Inquisitor himself this being a test for his favored 'disciple' [the Interrogator].

So if they *WERE* to establish vox contact [a trial in itself in an Underhive] with their 'handler', have a good deal of evidence which they should certainly have before even considering calling their boss for any reason, and a homing beacon [which they may 'deploy' with] how accurate and or deep into a underhive and or spacehulk can the players reasonably hope to get back up?

It should be noted that i dont plan on handling the homing beacon or any form of back up as a magical 'save our skin' button they need to deal with things on their own but to me it makes in game sense given how i tend to have the Inquisition work in my games. Subtly and subterfuge first Almighty hammer of the emperor if needed.

Back up should take time and planning to get but if my players can make it work i *WONT* deny it to them as a reward for their efforts.

Im thinking they could reasonably deploy a platoon of guardsmen/naval sercurity ratings to their location im just really not sure how 'accurate' a teleportarum deployment is.

What do you guys [and girls] think? I am looking for house rules or just basic game information regarding the technology. I have played some Battle Fleet Gothic Armada but again not too sure on how the tech works other then ship to ship.

Look up the teleportation rules in Rogue Trader (and Deathwatch I think) and you'll probably get a better idea of how well they can teleport in places.

Look up the teleportation rules in Rogue Trader (and Deathwatch I think) and you'll probably get a better idea of how well they can teleport in places.

. . . . . So buy another book

*Sighs*

Well thank you regardless was more hoping for an explanation

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Look up the teleportation rules in Rogue Trader (and Deathwatch I think) and you'll probably get a better idea of how well they can teleport in places.

. . . . . So buy another book

*Sighs*

Well thank you regardless was more hoping for an explanation

Sorry, don't know what books you have or don't.

Look up the teleportation rules in Rogue Trader (and Deathwatch I think) and you'll probably get a better idea of how well they can teleport in places.

. . . . . So buy another book

*Sighs*

Well thank you regardless was more hoping for an explanation

Sorry, don't know what books you have or don't.

Its cool i just spent my 'fun money' on dark heresy books so i was like "crap now i have to buy another!" haha

I do appreciate the feedback though : ) probly should have stated that i only have DH books as of now

8275e7702c904f18b03cc02746c5b8f7.jpg

Thank you! So teleporting *INTO* the underhive of a hive city would be theoritcally easy teleporting *OUT* would be hard?

Exactly, I assume its because the accuracy required to identify a small number of people like an Inquisitorial warband within the sprawl of an underhive would be extremely difficult, especially with imperial augurs.

very true this isn't star trek transporters that would do that.

Exactly, I assume its because the accuracy required to identify a small number of people like an Inquisitorial warband within the sprawl of an underhive would be extremely difficult, especially with imperial augurs.

Definitely will be able to work that from a Campaign perspective, sure the Interrogator that runs the ship your effectively a part of may be able to send you back up where you need it but getting you and the back up *OUT* of there is on you.

Role playing what is effectively a platoon of naval security guys [and maybe a few girls] being 'poofed' into the under hive getting their bearings doing combat then navigating *OUT* is almost a session on its own.

Also theoretically if the Interrogator were to say secure more backup then just 'naval security' they could transmit the 'tech thingy' [improv techno babble to explain wait on back up] of the homing beacon to another ship to have *THEM* teleport in back up . . . . maybe would be interesting for the players as well . . . . and scary as all hell for the residents of the Underhive

*fire fight breaks out egh another day at the office*

*Sees guy yelling into Vox caster*

*Lightning strikes inside the underhive and bunch of pissed off guardsmen open fire*

*Glorious Roleplaying ensues*

Hope i have atleast given some other people ideas thank you all for your time :)

On 26.09.2016 at 9:06 AM, Guards said:

So the inquisitor for the campaign i am planning has more then one ship. Naturally these are Imperial Warships modified for the Inquisition, he has good ties to the Imperial Navy and the Imperial Guard.

So he has his own battle cruiser and has allowed his Interrogator [one of them anyways] to have their own ship a cruiser with a frigate escort. I am thinking that if the players can justify back up with good roleplaying and solid *IN GAME REASONS* to get some back up generally speaking the Inquisitor will atleast try and give it to them. They will start out having most contact through the Interrogator and not the Inquisitor himself this being a test for his favored 'disciple' [the Interrogator].

Inquisition of course owns ships, but why would this be a job of a promoted field operative, rather a specialist from Navy recruited into Inquisition? Of course, being given a dedicated transport and other resources normally should mean the cell is very trusted and on a very important mission, and/or much more tightly controlled than average "start from there, find the threat, report when you have results".

As to the teleporters, IDK, wasn't it said in sources on Spess Mehreens that it takes Terminator's protection? Then again, it's not about mechanical damage, and refractor field or hexagrammatic wards, while not exactly common, are not too much (both Very Rare, like most boltguns).

With the troops, it's just common sense: if they are assigned to an Inquisition's ship permanently rather than requisitioned as locally available reinforcements, they should be Inquisitorial Stormtroopers, not IG or even Tempestum. Which also may make the previous issue moot: Inquisition is able and most likely willing to equip its troops with warded carapace armour (and why wouldn't it, if run-ins with sorcerers or psychic xenos are expected ?) and maybe refractor fields. After all, it's a platoon or three, not the whole regiment.