Teleportarium question

By Murko, in Rogue Trader

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.

My apologies. I will clarify what I meant by teleportariums not being two-way...

I do not think you can teleport the PCs back to their ship and teleprot the "bomb" to the enemy ship simultaneously.

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My apologies. I will clarify what I meant by teleportariums not being two-way...

I do not think you can teleport the PCs back to their ship and teleprot the "bomb" to the enemy ship simultaneously.

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My apologies. I will clarify what I meant by teleportariums not being two-way...

I do not think you can teleport the PCs back to their ship and teleprot the "bomb" to the enemy ship simultaneously.

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Quite agreed. One group/target at a time. You MIGHT be able to teleport a group, have them leave a homer, and then port them back, then have the nuke be led in by the homer, but that's a lot of teleporting cheese. I'm still hiding behind the void shields and/or geller field would deflect the beam, which might by the adversary a bit of time.

When it comes to atomics in 40K they are rarer then rare and are mostly the providence of the Mechanicus mostly due to the fact that they are one of a handful of weapons that are banned by the Emperor and the Imperium as a whole. I you want to avoid this simple and OP tactic just prevent atomics from showing up in your game, or make their presence a rare occasion with a predefined target for the nuke.

As for the teleportarium it is capable of "sending and receiving" teleportations however in order to bring an object to it would require that object to wear a teleportation homer. The homer allows the ships sensors to pick up on the location exactly but it can still be interrupted by shielding and anything else that would block signals like concrete and lead. The component would also take as long as several hours to prepare for a jump (4 rounds of ship combat) in order to have any chance of making it back out alive from the immaterium. It also requires a cool down time of half an hour before it can teleport again, not a pleasant amount of time to stand on an enemy ship with a nuke.

Can't remember which book but somewhere it makes mention that a Teleporter can only be used once every 30 minutes. While this is but a single round of Starship combat it is a LONG time for explorers on an enemy ship. Additionally, Explorers are in for an even longer wait than that! Teleport in to find a location to plant the homing beacon. Teleport the weapon (I like the mishaps idea above btw!). wait for extraction while the enemy notices a previously unknown radiation signature in a critical part of their ship! Not thinking you want to be standing next to it when they arrive! But if you're not! they simply disarm it! Additionally, as noted earlier; The enemies ship's shields must be down and your ship must remain in fairly close proximity to the Ship's guns! If it can survive this clash of running broadsides why are you bothering with the nuke? :huh: