Teleporters

By Ares60, in Deathwatch Rules Questions

Hello Brothers

I have a few quick questions on teleporting.

1. what is the range of a standard deathwatch teleporter?

2. what would the range be on an ork version?

3. are there any limitations on it (i.e. cant do it if under there tyranid shadow thing)?

4. are there any risks assiciated with teleporting?

5. can you be teleported without the beacon?

6. How small can a teleportarium be?

sorry theres a couple more than when i first started the post. any info and or references to these questions would be greatly appreciated

Thank you in advance :)

Ares60 said:

Hello Brothers

I have a few quick questions on teleporting.

1. what is the range of a standard deathwatch teleporter?

2. what would the range be on an ork version?

3. are there any limitations on it (i.e. cant do it if under there tyranid shadow thing)?

4. are there any risks assiciated with teleporting?

5. can you be teleported without the beacon?

6. How small can a teleportarium be?

sorry theres a couple more than when i first started the post. any info and or references to these questions would be greatly appreciated

Thank you in advance :)

1. As far as the GM wants/the story warrants. If you'd like an example, 'common' teleportation is from orbit to the surface (in the case of Terminators).

2. Probably just as far, but with wacky side effects and a greater chance of you not reappearing.

3. I don't believe the Shadow in the Warp effects teleportation.

4. Hell yes, mostly a little insanity/corruption. Only Marines seem to have the testicular fortitude to survive a teleportation (mostly) unscathed. Humans will probably vomit after arrival, at the least.

5. A teleporter beacon is just that, a light in the darkness. It lets you know exactly where you're teleporting, rather than jumping in without looking. It makes the teleport much safer/more accurate.

6. As small as the GM/Story warrants. Whether it's a piece of glorious archeotech manufacture that's the size of a small room, or a more recent AdMech creation that is the size of a gymnasium.

Thank you very much for the help…

An ork warboss teleported away on us and took a marine corpse with him and ill be damned if im not gonna take that warbosses head and send it back to the Chapter with the gene seed of their fallen ;) im trying to narrow down the search area to track him down and i was woefully uninformed to how it worked

Ares60 said:

1. what is the range of a standard deathwatch teleporter?

2. what would the range be on an ork version?

3. are there any limitations on it (i.e. cant do it if under there tyranid shadow thing)?

4. are there any risks assiciated with teleporting?

5. can you be teleported without the beacon?

6. How small can a teleportarium be?

3. Also the classic sci fi trope that active void sheilds and power feilds stop them.

4. also a chance of missing you designated target and potentially teleporting into a wall or a tree or something (dead, dead, dead), and the off chance of not appearing at all or being turned inside out.

5. Much better to teleport to a beacon, stops afore mentioned porting into walls.

sounds like i sorely under estimated the risk involved in teleporting lol

Though even with a beacon, it is possible for, say, Warp energies to throw you off course.

Do void shields block teleportation? I can't recall an exact instance of that, but I wouldn't doubt it. You could at least count on some sort of teleport drift which could involve becoming one with a bulkhead, if not total failure.

During the battle of Terra it was the Vengeful Spirits lowering of it's void sheilds that allowed the Emperor to teleport aboard.

Face Eater said:

During the battle of Terra it was the Vengeful Spirits lowering of it's void sheilds that allowed the Emperor to teleport aboard.

Aha! You're right. Silly me.

Maybe you could look at the RT forums.

There had been a lot of topic about teleportation, how it work, how to use and witch kind of "error" can happen.