Rules
for A
Teleportarium
Using a Teleportarium in your game is fun and gives a GM many possibilities, BUT don´t under-estimate your players. They will find ways of using a Teleportarium you haven´t even considered. And every GM hates spoilers, don´t you? Therefore we decided to limit it by limiting it´s range, capacity and introducing time to recharge and a certain degree of danger.
The Teleportarium in our campaign has the following stats:
Range: max. 5000 km
Capacity: 10 fully equipped persons
Recharge: 10 minutes
Why 5000 kilometers? According to the Core Rules this is half of 1 VU which still gives you plenty of room for boarding actions, but robs your players of the opportunity of boarding other ships without getting themselves into danger.
10 fully equipped persons or the equivalent amount of other material (eg explosives) offers all of your players the chance of joining in and even taking a squad of soldiers with them.
A recharge time will strand them at their destination at least for a couple of minutes. They are cut off and have to survive without any help until another squad can teleport down and support them. This gives the GM plenty of time for nasty encounters if they so desire (and believe me they do desire it!).
Some thoughts on how a Tele-portarium is run. First of all you do need Tech-priests to do all the necessary rituals and prayers to make a Teleportarium work. It can NEVER be done without Tech-priests. But on the other hand a Teleportarium is ancient technology and quite a few Tech-priest would be honoured to be given the chance to study it. Thus it shouldn´t be too difficult to find a bunch of Tech-priests to run and maintain this masterpiece of Archeotech. There should be a least five Tech-Adepts present to chant the proper prayers and perform all the rituals necessary.
A Teleportarium will send your player right through the Warp which is dangerous, but don´t make it too dangerous because otherwise your players will refrain from using it. The Warp endangers your players body and mind, that´s why the players will have to test on Toughness and Willpower. If you are really nasty feel free to change the tables we use in our campaign.
By the way, don´t tell your players about the rules. The Tech-priests won´t know about the effects. They can tell your players about the maximum range and that they will be exposed to the Warp which in itself is dangerous but that´s it!
Have fun!
1. You have to scan the target area. Use your ship´s augur array according to the rules. A Vox signal sent from the target area will help you focusing and gives you a bonus of +10 on the roll.
Every degree of success gives +5 to the Tech-use test.
2. The Magos has to make a Tech-use test. This test is modified by the bonus of the scan above and the distance between the ship an the target area.
Distance: Modifier:
0 - 1000 km +20
1001 - 2000 km +10
2001 - 3000 km + 0
3001 - 4000 km -10
4001 - 5000 km -20
Every degree of success gives your players a bonus of +10 on the Toughness and Willpower test.
3. Now your players have to see what happend to them during their Warp transit. Depending on the distance they have to check against Toughness or Toughness and Willpower.
Up to 2500 km:
Toughness test modified by the degree of success of the Tech-use test done before.
Success: Teleport doesn´t unsettle you.
Failure: You feel dizzy. 1d5 minutes -5 to all actions.
1-2 degrees You really feel sick. 1d10 minutes -10 to all actions.
3+ degrees Your body didn´t like the Warp! You are out for 1d5 minutes.
More than 2500 km:
Toughness and Willpower test modified by the degree of success of the Tech-use test done before.
Toughness test - see above
Willpower test
Success: Teleport doesn´t unsettle your mind.
Failure: You´ve seen strange things. Gain one Insanity Point.
1 degrees Your trip was quite unsettling. Gain 1d5 Insanity Points.
2+ degrees You experienced horrible things while exposed to the Warp. Gain 1d10 Insanity Points.
4. Another teleport is not possible before the Teleportarium has recharged itself which will take 10 minutes. No roll necessary.
Cain over and out...