I think there is a reason that teleportariums are a rare technology. Sure, a Rogue Trader could likely get his/her hands on one, but a what cost? Pardon the pun, but that cost has simply got to be astronomical. Teleportariums are used by the Astartes to teleport Terminators into the middle of Hulks. I'm sure they just don't randomly pip them in and hope their arrival point is significant. They scan, I'm sure, for whatever criteria is most important to the mission. Some Terminators have collapsed upon arrival, twisted and smoking husks, the result of teleportarium mishaps.
For a Rogue Trader Id say the minimum required to teleport a "nuke" is knowing where it has to go, and knowing that location very well, which would require (some of) the PC having to make a hit and run boarding attack, make their way to a vital part of the ship, and activate a teleport homer. Sure you teleport it over, but without knowing the coordinates of a sizable location maybe it teleports partially into a bulkhead and falls apart, useless. Well, maybe it leaks enriched plutonium into the atmosphere- population damage at best, not spectacular ship atomization.
But, uh, then those same PCs have to leave by the boring assault boat. Teleportariums don't work like Star Trek transporters- they're not a "two-way street".
I think there is a reason that teleportariums are a rare technology. Sure, a Rogue Trader could likely get his/her hands on one, but a what cost? Pardon the pun, but that cost has simply got to be astronomical. Teleportariums are used by the Astartes to teleport Terminators into the middle of Hulks. I'm sure they just don't randomly pip them in and hope their arrival point is significant. They scan, I'm sure, for whatever criteria is most important to the mission. Some Terminators have collapsed upon arrival, twisted and smoking husks, the result of teleportarium mishaps.
For a Rogue Trader Id say the minimum required to teleport a "nuke" is knowing where it has to go, and knowing that location very well, which would require (some of) the PC having to make a hit and run boarding attack, make their way to a vital part of the ship, and activate a teleport homer. Sure you teleport it over, but without knowing the coordinates of a sizable location maybe it teleports partially into a bulkhead and falls apart, useless. Well, maybe it leaks enriched plutonium into the atmosphere- population damage at best, not spectacular ship atomization.
But, uh, then those same PCs have to leave by the boring assault boat. Teleportariums don't work like Star Trek transporters- they're not a "two-way street".
Actually, they are. I suspect Terminators are beamed back up, if necessary (mishaps being expensive, if the field is clear, they probably do just wait for a thunderhawk, instead.) In Lure of the Expanse, there is a scene where the party needs to run like *******, and one solution that it gives is to be teleported back aboard their ship. Since that's likely also the way they got there, if they aren't just flying the lighter back (another listed option), it CAN be a both ways route. The catch is, of course, that there is always a decent chance of a mishap, and teleporter mishaps are never pleasant. The book doesn't say what they are, or how often they occur, but the GM can think of something.
As for rarity, they ARE rare, but they weren't always. Most archeotech was once "common", though still not seen often, when people still knew how to make things, they made things more frequently. As the number diminished, more were seized by Adepta forces, and many were seconded to Astartes vessels; they are the most in need, and can get the best stuff, while most "newer" ships weren't designed to accommodate them. Still, numerous RT vessels will have them, and maybe even the Tech-Priests who know how to operate them.