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These relics from the Dark Age of Technology are highly sought after, able to send individuals instantaneously through the immaterium to appear on a ship or planet many thousands of kilometres away.

Surprise Strike: Characters may make Hit and Run Attacks without a piloting test, as they travel directly to the heart of the enemy vessel. When using the teleportarium to perform such an attack, the attacker receives +20 to his Command Test. While a few of your sorties may not make it to the enemy vessel, far more than would make it across with boarding torpedoes or shuttles are successful.

Beaming Down

Teleportariums allow explorers to travel between the ship and locations many thousands of kilometres away. This travel is not entirely without risk to both the Teleportarium or the explorers themselves. Follow this two step process unless a teleport beacon has been deployed, in which case teleportation happens flawlessly (for PCs).

Step 1: Target Lock To beam to a location, the explorers must be able to scan the area with the main ships auger. Make a full round, Challenging (+0) Detection test (Scrutiny + Detection) - the GM may alter the difficulty of this check to represent difficult atmospherics or jamming devices. On a failure the explorers arrive 1d10m off target plus 1d10m per degree of failure.

Step 2: Engage Teleporter Make a full round, Simple (+40) Tech Use test. If the test is passed, the explorers (optionally after a brief time delay) disappear and reappear at their new location! If the test simply fails, nothing happens and the explorer must wait for a round while the system recharges before trying again. If the test is a critical failure, however, something bad happens - potentially very bad. Roll 1d10 and check against table HR-1

Rounds here refer to 5-second combat rounds, not void battle rounds

Table HR-1: Teleportarium Technical Mishaps
RollEffect
1 - 4 Targeting Lock Lost: A nearby astronomical event overwhelms the main ships auger. The target lock on the location is corrupted and needs to be re-established. Roll again to get a target lock.
5 - 8 Cogitator Crash: You activate the teleportation sequence, but something is wrong. A glitch in the primary data vault, probably caused by stray radiation, has caused the cogitators which process the targeting data to freeze entirely. Backup systems abort the sequence and the whole lot will need to be reset - you should be able to try to re-acquire your target in 1d10 rounds.
9 Black-out: The teleportarium begins it's power-up sequence as expected - but something goes wrong. The massive capacitor banks which power the system detect a possibly lethal fault and discharge harmlessly, but impressively, along the walls of the teleportarium chamber. As the grav-plating deactivates and the lights go out, only the piercing blue lightning of the discharge lights the area and the air begins to smell of ozone. After a few seconds the emergency stablighting engages and the vast teleportarium is bathed in a dull red light. The teleportarium becomes de-powered and will require 1d100 minutes to recharge. Now, how to get back to a grav-plated area...
10 Warp Instability: The teleportation sequence engages but as the explorers vanish from the pad a number of warning runes on the console illuminate - their meaning clear... forces beyond the purely technical have affected the teleport. Roll 1d10 and check against table HR-2, Teleport Warp Instabilities. If there are any characters manning the controls who are trained in Tech Use, they may attempt to make a Hard(-20) Tech Use test and reduce the number rolled by 1 plus an addition 1 for each degree of success, to a minimum of 1

Table HR-2: Teleport Warp Instabilities
RollEffect
1 Abort!: The teleportarium aborts the teleport and the travellers flicker briefly before being returned to the pad. Try again.
2 Emergency Abort!: The teleportarium's cogitators analyse the warp instability femtoseconds after transport and redirect the travellers to a safe area. The travellers re-materialise in a random (habitable) part of the ship.
3 Missing Time: The ancient cogitators which administer the hyper-complex processes and calculations involved in teleportation go into overdrive and manage to steer the transport around the instability. The travellers appear at their destination 1d10 rounds after de-materialisation. During this time the teleportarium system are completely frozen. The travellers do not experience the time they spend de-materialised. If the teleportarium is damaged, unpowered or destroyed in this time the travellers are all lost in the warp.
4 Scattered: The travellers travel unscathed through the warp instability, but their signals are separated. Instead of arriving as a group, the travellers arrive individually scattered around the target area. If a firm target lock was achieved, this results in the groups marching order being randomised.
5 Staggered: The travellers travel unscathed through the warp instability but their signals are shifted and separated. Instead of arriving as a group, the travellers arrive a random intervals, randomly scattered. All travellers roll 1d10, this is the turn after teleport in which they arrive, in a random location (see Scattered). If the teleportarium is damaged, unpowered or destroyed during this time, any un-materialised travellers are lost to the warp.
6 Stunned: The travellers have a rough journey and arrive at their destination stunned for 1d5 rounds.
7 Tormented: The travellers are briefly exposed to pure chaos - they experience thing that human minds just can not comprehend, try as they might. Travellers with the Warp Sight talent are unaffected, all other travellers gain 1d10 insanity. Cargo is unaffected. The teleport is successful.
8 Corrupted: The travellers exposed minds are preyed upon by warp entities. All travellers must make a Challenging(+0) Willpower test, applying any bonuses to resist possession or demons, or take 1d10 corruption points. Cargo is strangely tainted; food no longer tastes wholesome, water seems flat and stagnant, cogitators and data slates seem to take longer to function, and glitch more. The teleport is successful.
9 Torn: Shear stresses and tidal forces pull and twist your signal as you travel through the warp instability. This deals 1d10+5R damage to the torso, ignoring armour. Critical damage is applied when the traveller re-materialises. Cargo being transported is destroyed. The transport was successful.
10 Malevolent Hands: The travellers feel their very being ripped and torn as chaos entities of untold power attempt to steer them from their course. Make a Difficult(-10) Willpower test, applying any bonuses to resist possession or demons. A failure results in the travellers soul being consumed by chaos, the body arrives at the destination a charred husk. Cargo is lost in the warp forever. The teleport arrives on target, and any survivors gain 1d10 corruption and insanity points.

Beaming Up

For explorers to return to the ship via the teleportarium is a different matter. The vast bio-scanners, immaterium-augers and cogitator banks which allow the teleportarium to perform its wondrous technical miracle are not usually available at your destination. Luckily, the teleportarium is an incredibly old and complex piece of equipment - built in a time when insurmountable problems were solved on a regular basis.

Each teleportarium has a set of Teleport Homing Beacons, created by a dedicated STC constructor built into the teleportarium systems. This beacon contains a complex astro-positioning system which allows the teleportarium to fix and track the travelers with enough accuracy to scan them, and plot their path through the immaterium from orbit.

The teleport beacon weighs 10kg, and is a cylinder approximately 100cm tall and 10cm in diameter. It has 4 points of non-primitive armour and 3 wounds. It sits on three thin legs and is activated by a simple twist. Deploying the beacon takes 1 full round. Once the beacon is deployed, anything within 5 meters of it may be teleported to the ship without error or incident and inbound travellers always arrive safely within 5m of the beacon (should they choose it as their teleportation target). Beacons operate on a set of frequencies and secure cogitator uplinks unique to each teleportarium and can not be used by any other teleportarium.

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