Teleportarium

By Thinh Nguyen, in Rogue Trader Gamemasters

my group has a frigate with the goofy mars whatever trait or quirk or what have you, and they decided to get the teleportarium. I thought this was really cool because then they could do things like teleport shocktroops onto ground targets and I didn't even begin to think that they could potentially teleport themselves onto the ships. So when I was told that they were going to teleport themselves onto the ship and go out to kill the captain and take control of the pirate ship they were being attacked by, I was rather surprised. I didn't really have an idea of how I would handle something like that, and to make matters worse, they decided that they would send the Navigator over with a bunch of marines or whatever the equivalent would be, so I couldn't just say, "you send some minions over and they cause XX amount of damage and reduce moral by XX before dying a glorious death in a hail of laser, bolter, and puppydog fire." So I played it like a boarding action, and I made it so the targeted ship could do a sort of opposed toughness check to see if there would be damage on them.

So my question is how are you supposed to handle using the teleportarium to travel onto another ship? Could I make it like a mini adventure in itself and make a random map where there are halls filled to the brim with men and there is a captain waiting at the end of the road to stop you, or would that in itself be too time consuming and the players who aren't there, considering that out of a 4 man group they only sent one, would get bored out of their minds and start eating their faces?

I feel that it would be too much of a game breaker if all you had to do is teleport onto the other ship and just go balls to the walls inside without an actual ship battle, and in fact at the end of that campaign there was another ship battle and instead of letting them teleport again i said that due to the shrapnel around them they couldn't get a lock on the enemy ship and they would have to duke it out sailor style.

Or I may just be blind and I didn't see where it states in the rule book what to do. I get tired of reading it after a while.

The Teleportarium only allows them to make a Hit & Run attempt without the otherwise-necessary Pilot check. Other than that, it follows the standard rules for Hit & Run. The sheer mass of the enemy ship prevents precise teleportation.

also the "into the storm" supplement states that gms should keep teleportations to 1 per session! or you could have the players roll a tech use with a cummulative -20% each time they wish to use it and have a horrible mishap table ready to keep them on thier toes!

hey,

! : ?

Also that Void Shields stop you teleporting on-board, so you need to take the shields down before teleporting over.

I have it right now as a house rule that the teleportium runs on strategic turns so they can only do it once every 30 minutes or so. I think the idea of being alone on an enemy ship for 30 minutes before you can get help to be a pretty good deterrent. If not then the endless Autoguns and Heavy Stubbers should make them think twice about ever doing that again.

The only limitations i put on the teliportarium is that you can only TP from the pad... they can use it as often as they want and it is only blocked by an active gellar field.

I decided that the teleportarium sends them through the warp and the side effects of this is what has stopped my players from using it in a about 6 or 7 sessions...

There is the obligitary WP check to resist taking insanity points from traveling through the warp unprotected.

On several occationas daemons have been summoned along with the party when they tried to TP through the adamintium walls of a combat bridge.

I prefer to balance kooky stuff like the teleportarium by giving it flaws that freek out my players and make the use of such items about as complicated as not using them... it made me giggle when a player entered into a pact with a slaaneshi daemon by allowing the daemon to feel the sensation of him and a Joy Girl 'enjoying each others company' while teleporting through the warp! The Teleportarium hasn't really been the same since.

Also, the enemies bridge should be the most heavily guarded place on their ship. Think less like the bridge of Star Trek and more like the bridge of th Executer in Empire Strikes back: dozens of crew and troops, and likely a lot of automated weaponry. Actually invading the bridge should be near suicidal, which is why hit and run attacks always target the much more vulnerable components.

The way I see it, Teleportariums aren't the sophisticated transport machines they are in Star Trek - or they might have been, but the information on how to use them precisely has disappeared into the depths of time.

Teleporting from somewhere brings along EVERYTHING in a 5-10 meter radius around the target(s), cubic meters of ground, parts of people partially inside the range, walls, bulkheads etc. Teleporting to somewhere will cause a thunder-like blast of sonic waves and unstable warp-energy, which makes stealthy insertions completely impossible. This is a device used to transport Space Marine TERMINATORS into combat, which aren't the subtlest fighting machines in the arsenal of the Empire of Man. happy.gif

And since it takes one unit of space, it isn't a polished room with shiny teleportation plates next to the bridge, we're talking something the size of Luxury Passenger Quarters or a Librarium.

In space combat Hit&Runs it's different, since you really don't care about the people you are transporting, or the destination. It doesn't matter if someone gets materialized inside a wall or you get a half-ton block of bulkhead along when you're teleporting back.