i know marines use drop pods, thunder chickens and such but if you have terms they generally teleport in. anyone have and home rules or are there any rules for homer beacons, and teleporters?
teleporters in deathwatch.
The Teleportarium is detailed more in Rogue Trader, since it's an option you can take for your ship.
Note: what I say "more," it's at least mentioned. The write-up is very brief. Just like the teleport homer wargear in the DW core. I guess feel free to interpret what you can do pretty broadly, considering that teleporting from a moving ship into another moving ship is probably extremely difficult and dangerous. Probably safer to teleport to/from a planet.
There's a bit more info in Battlefleet Koronus, but even that's just some GM tips rather than any sort of mechanics. A badly designed set of mechanics could leave you with a one roll party kill machine, so it might be better leaving it on pure GM fiat.
What he said, a concious decision has been made to leave how weak or powerful teleporters are up to the GM's comfort level in their campaign. Suggestions as I recall from Rogue Trader under most circumstances were to allow one teleport "an adventure" with precision teleportation only really an option with teleport homers.
A teleportarium is mainly a device to transport your marines. Since they are extremely rare I would not use them much. As such it is mostly a GM tool to get the marines at the place you want (a storytelling tool). I would not let it up to chance to have it destroy the whole story. If I want some freak accident with the teleporter then it is part of the story.
Another note: too much use of the teleportarium has a too much Star Trek feel to it. In 40K the quick entry is the drop pod, otherwise the thunderhawk or sotrmraven is used.
Also remember that the Teleportarium is primarily used to transport Terminators. Only the Grey Knights casually use teleporting to place their squads, and that's probably because they have access to the best archeotech. Everyone else only teleports Terminatorsor the occasional Dreadnought and some Chapters (i.e. Space Wolves) don't even do that.
I think you should find what all you need between DH: Daemon Hunter and Rogue Trader. The shiny Knights seem to be able to use personal teleporters to an extent no one else can match (being that every Grey Knight is a Psyker), so everything about teleporters is pretty much there (DH: DH, p.135). I thought that the homer was there, too, but I am not finding it. It's in a book, though, so it has a writeup. The teleportariums are in RT, and more details for making things harder for players is in Into the Storm. A fun bit for it is "it only works every so often", as in it might have some recharge issues, or bitchy power systems, and not always work when you want it to (why it's archaeotech; even the tech-priests just shake their heads, when they hope no one is watching). With that, they can still have good reason to drop pod in, do some fights, find the objective, and fight their way out, or port out, if things are hairy. The alternative is appear next to the objective, and fight out through everything, since you didn't clear a path.
I think teleportariums are one of my overal favorite ship upgrades, but i can see why many others might suggest limiting their availability, to reflect their rarity. That said, the Deathwatch is much like the Inquisition, and in some ways sleeps with it often, so the combined pull of the two organizations can, pretty much, acquire anything they might need, so the availability of teleportariums might/should be a bit higher for the Angels of Death, and their aged Battle Barges.
As for their mechanics, they are kept a bit vague, so that the GM has a nice tool for RPing, the players can have a smidge more trouble metagaming, and to reflect the mystery even this seemingly most-used piece of archaeotech should possess.
thanks for all the help