teleportraumariums

By ! : ?, in Rogue Trader Rules Questions


hey heys!

seeing that i can't seem to find expanded rules for telepotariums i want to ask you guys and guyettes how you handle this.. what is the maximum range that you allow people to teleport,, how many d.y.a.t.t,, how much d.y.a.t.t,, how big is a teleport homer,,, can you pick out specific individuals with a teleportarium,, is it area or group based,, how long does it take to teleport,, can you use your teleportaium as a weapon,, etc etc.. hope for some interesting answers,, thanx anywho !

oi oi

! : ?

Don't fee bad page 150! You just need to get out more.

Teleportarium are powerful enough to send boarding party to other ships during space combat, so I decided that it can teleport around 100 battle ready people at a time or a similar volume (so more people without wargear or less with heavy wargear). The range is given in space combat unit, i don't have my book with me, but just consider 1 unit = 10000 km and you have your range.

I personally add some "spice" by considering the use of the teleportarium as dangerous as the use of psychic powers. So, when my player need to teleport to a well known (or scouted), place on a peaceful planet, in normal condition there is no problem (if they take their time). When things are more complicated they (the explorator of the group) must succeed a techuse test to teleport (a failure meaning no teleport, a critical failure meaning teleport somewhere unwanted, dangerous and fun gran_risa.gif ) and a double trigger a psychic phenomenon. In desperate situations, like emergency escapes from a "on the verge of explosion" spaceship, they MUST succeed the test AND there is always a psychic phenomenon... demonio.gif

Teleportation in W40k isn't teleportation in Star Trek, it is never, NEVER, NEVER a trivial way of transportation.

hey xalandar, thanx!

besides the info on p 207 of the r.t rulebook am i missing something? where did you get your void unit range from? the hit n run extended action says (within 5 v.u !) i like your points on misshaps! if you know of any information regarding teleportation from fx D.H or Deathwatch please let me know! also, i'm still quite interested in peoples opinions on useing the teleportarium as a weapon ! :)

hey all!

! : ?

I read somewhere that a V. U. is about 10000 km (don't remember where). My players though of sending a timed bomb to the heart of an enemy ship through teleportation. I authorized it, but I, at least, consider it as a tricky feat so the difficulty of the test is -30 minimum (with critical failure meaning you teleported the bomb somewhere undesired, like an allied ship or your own).

Why ? Because moving through the Warp in W40k means playing with space AND TIME . And timed mechanism and a time affecting device don't usually match very well. As a consequence they think twice before trying such bold moves. My philosophy in game mastering is to never forbid neither make things impossible, but to clearly expose the horrible consequences of my players bad moves demonio.gif . I began game mastering with Star Wars (the old first D6 edition) and I am an adept of the Dark Side temptation... "Of course you can try. There could be consequences, but do you really care ? (*evil laugh)"

hey xalandyr n kalec! just got my hands on "into the storm" today,, kalecs refrence to p 150 now makes sense :) the note in i.t.s isn't of much help though,, they (the writers) think to limit teleportation to once per session of gaming (using void shields as a barrier is a good idea though),, i think i'll run it somewhat along xalandyr lines,, every time u use the teleportarium it takes a tech use test, at +0 first time and -20 per additional(cumulative) time per session, incl your notes on botched rolls and psy effect effects! i still have a problem with the specifics of how many people or how much weight can be teleported !! also, how do you "target" with the teleportarium? is it only a ? of gettin the coordinates right? also, can you use a teleportarium to move people around on a surface or is it always via the teleportarium "room"? and, what does a teleport homer actually do? i plan on it giving a +20 bonus to tech rolls, but !?... hey hey

! : ?