Teleportarium Accuracy and Mishaps

By PantsCommander, in Rogue Trader House Rules

Looking through the various Teleportarium threads and my love of tables, I was inspired to whip up a few charts regarding the use of the teleportarium outside of Hit and Run situations. All of this is predicated on a Challenging Tech Use roll to activate the machinery.

Degrees of Success
0 Land 1d10 km from target
1 Land from 1d10*100 m from target
2 Land 1d10*10 m from target
3 Land 1d10 m from target
4+ Land on target

(A Teleport Homer makes this test an Easy test)

Failures

D100 + 10 per DoF
01-30 Targeting glitch. Either the Explorers arrive at the destination d100+10 km from target, or arrive d10 km from target and d10 m in the air. All explorers take falling damage as normal.
31-60 Scattered: Each member of the party is scattered in a random direction, ending up d10 km from target.
61-80 A simple failure. Due to either a calibration error or a minor offense to the machine spirits, the teleportarium refuses to activate. The test can be taken immediately at one degree more difficult, or after d10 minutes with no modifier.
81-100 Malfunction: Not only does the teleportarium refuse to work, but angered tech spirits cause serious equipment failure and damage. Requires d10 hours to fix, reduced by 1 hour per successs on a Very Hard Tech Use or Hard Trade (Technomat) roll.
101-120 Weakening of the Veil: Roll on the Psychic Phenomenon table. For all references to "the psyker", use the teleported group, and any effects originate from that group. The machinery of the teleportarium is considered warded.
121-140 Piercing Of The Veil: Roll on the Perils Of The Warp table. For all references to "the psyker", use the teleported group, and any effects originate from that group. The machinery of the teleportarium is considered warded.
141+ Tearing Of The Veil: A major warp breach, similar to a miniature warp storm, is opened in the location of the teleporting party. The group and everyone within d100 m are destroyed or quickly possessed, and the surrounding area or ship should be considered screwed (technical term).

I would rather prefer making Teleportarium use a tech-use test in all circumstances, with degrees of failure/success determining the result, using a yardstick of a basic pass/fail success putting you within 100m of your target.