Void Rules

TELEPORTARIUM

1. Direct Travel Only. That is, you can't pick up an object from Hive A and drop it in Hive B. You have to beam it aboard, then beam it a second time.
2. Teleportarium beams can only penetrate 5 meters of solid material. Atmosphere counts, so the curvature of the planet and/or atmospheric effects could limit the Teleportarium's range. Planet to planet teleportation is not possible due to this.
3. 6 man-sized objects can be teleported at once from a single Teleportarium chamber. However, I'm not sure how many chambers are in an RT Teleportarium. I'm going with 10 per chamber, as this is a full squad and is just easier…
4. There is a base 15% chance that the object(s) transported will arrive on target. Yep, that's right! Roll d100. 16+ and the payload lands d6" in a random direction! For RT, pick the target location and automatically deviate 2d10 meters in a random direction. Make a Tech-Use Roll (you may want to limit this to characters with the appropriate background, Void Born or Tech Priests for example) and for each Level of Success the payload lands 3 meters closer to the target location.
5. To teleport BACK, the Teleportarium operator must lock on to a homing signal. Acceptable signals include the Teleporter Beacon (naturally), a Vox signal powerful enough to reach a ship in orbit, or a "Communicator".
The signal must be stationary for at least one turn or more until the Teleportarium operator successfully "locks-on" by making a Tech-Use roll with 3 levels of success. As long as the signal is stationary, the LoS's carry over to the next turn until 3 are achieved. All movable items within 3 meters of the signal are then teleported. Three or more levels of Failure, however, indicate a problem…..
Consult Teleportium Mishaps Table
6. Harmful weapons and/or creatures are trapped in a Power Field where automatic lasers/whatever can dispose of them. Grenades or other explosives will not harm the teleporter, but will affect all people who were teleported with it inside the Power Field. The exception is Vortex Grenades, which will put the hurt on your Teleportarium…and decks 7-19… permanently…
7. A Teleportarium has a maximum range of 10,000 Kilometers (1 VU).
8. A Teleport Homer will allow the Teleportarium operator to lock onto it with only one LoS and the carrier of the Homer can select whether just he/she teleports or the normal "everything within 3 meters".
11. According to BFG, Teleportariums will not function through operational Void Shields. I would also include Power Shields too.
Teleport Homing Beacon
This device contains the scanners and cogitators required to allow Teleportariums to safely beam subjects from a remote location to the Teleportarium. Most Teleportariums, being ancient Archeotech devices, have a means to construct beacons specific to the frequencies and warp-phase signatures that the specific transport uses. The beacon weighs in at 10kg, and has power for 24 hours continuous use. As it's final act in a location, the beacon can include itself in the transport.
The device requires 5 rounds to deploy, and a Tech Use (-30) check to configure correctly, this process is a Full Round action. Once the system is deployed, the checks can be made continuously round after round until the beacon reports ready. At this point, teleportation can occur immediately. The beacon allows the teleportation of anyone within 10m.
Beaming to a beacon
Teleport Homing Beacons can also be used to establish a very firm lock on a location. When beaming to a location with an active beacon from your Teleportarium there is no need to make a Tech Use check to initiate the beam-down. The process succeeds and is centered directly on the beacon.

Teleportarium Mishaps

Roll 1d100 and apply the result from this table

0-10 Hmm, nothing happened. The transporter appears to be off-line, and half of a critical component appears to have vanished. The teleportarium is effectively destroyed until it can be repaired.
11-25 It's going to blow! The teleporter sparks, fizzes, makes a rising humm and then explodes. Any crew in the Teleportarium must make a successful Dodge(+0) test or take 1d10+5R wounds to the torso. Any cargo being transported is destroyed. The teleportarium is destroyed, though it may be repaired.
26- 35 Damaged random limb! Bust out the bone saw, it's amputation time. Treatable by medicae tests.
36-45 Twisted flesh and horrific scarring! Reduce Fellowship by d10 Permanently.
46-55 Did anyone bring a map? Forces unknown (or just incompetence) have steered your passage far from its intended destination. At the GMs discretion the party can be relocated anywhere and anywhen at all. If the GM can't think of anywhere interesting, the party find that they are1d100km from their intended destination - not great if you are beaming on to a starship
56 – 65 Brief excursion. All the intended teleportees disappear as expected, but re-appear moment later having aged 1d10 years. Each teleportee gains 1d10 insanity and 1d10 corruption points having been caught in a warp eddie for what seems like a lifetime. They will probably choose never to talk of the things they saw.
66- 75 Where am I? You aren't sure what gave you the idea that you had a teleportarium, but you'd better snap out of it and find a way to deal with the current situation before it gets out of hand. All teleportees gain 1d10 insanity points and find themselves standing in a large open space within the starship. The teleportarium has erased itself from reality - the ship no longer has a teleportarium and anyone within it at the time has no memory of it ever existing.
76- 85 Everything comes back…wrong! Twisted limbs attached in the wrong places…sickening malformations! All attributes permanently reduced by 10.
86 - 90 Atomized! (Fate Point time!) 1d10 x 10% of objects are randomly atomised from the ground up. With a thud gravity takes effect and brings the remainder to the floor. That's the smell of pure awesome! Treat 1-3 as to leg level, 4-6 as torso and 8+ as head. Assume for an average person standing upright.
91 -95 Protoplamic Goo! (Fate Point time!) 1d5+5 x 10% of objects dissolve into their constituent elements. This occurs to each object.
96 – 99 Many to One If it's just one person, they're now a bag of heaving flesh. Unfortunately only their WS, BS and AGI are reduced to 0. Everything else stays the same and they are alive…unless someone mistakes them for a Minion of Nurgle, that is. If multiple people/critters are teleported, they're now one huge protoplasmic entity with the highest stats from each and at least one functioning limb from each person/creature. Players have a roll-off to see who gets to have the "new" creature for their Character….
100 Lost forever All teleportees must make a Willpower(+0) test, or be lost in the warp for all time - that's way worse than dead. If successful, gain 1d10 corruption points as malevolent minds try to tear you from your path. On the bright side, the teleport was pin-point accurate.

SHIP STORES

The following are for a more detailed set of rules for The Deep Void Run rules on page 227 of Rogue Trader. They are to be used in place of the rules as written there.
The Explorers ship holds enough supplies and fuel to last usually at least 6 months without restocking, though some smaller hauls have shorter durations and larger ships can remain in the void for a year or more. The ship stores are represented by a scale of 100 thru 0, with each point representing a number of days (depending on hull type) of travel away from port without making acquisitions to resupply. As the supplies begin to dwindle, misfortunes can happen that hamper the ship and crews efficiency and moral.
To resupply, the explorers must find a suitable anchorage and spend time and money to resupply. While in anchorage, a ship does not draw off its own stores. The amount of stores obtained are determined by the anchorage type and population and detailed on the chart below. Any damages to moral and crew population must be replenished by the normal rules on page 226 of Rogue Trader (though ignore the restocking supplies rule in the section)
A ship that is in fear of starvation and lack of a proper anchorage may ration its ship stores to stretch the ships resources. A captain my order a ship on rations and increase his Ships Store value by 2(for example, a ship that loses 1 point of stores for every 4 days now loses 1 point of stores for every 6 days). The side effect of this is that the crew’s moral still falls over time. If a ship is on rations, for every point of ship stores lost while on rations, the ship suffers a 1d5 loss in moral.
A ship that has the Extended Supply Vaults Component increases the amount of time a point of Ships Stores equals by 2 days.

Hull Type Ship Stores Capacity
Hull 1 point equals
Transport 4
Raider 1
Frigate 2
Light Cruiser 6
Cruiser 8

Anchorage Resupply Capacity

Anchorage Type Acquisition Test Stores Gained Max Stores obtained
Uninhabited None (Exploration Challenge) * 8 per week 16
Inhabited Undeveloped -30 10 per week 20
Inhabited Lightly Developed -20 20 per week 40
Inhabited Heavily Developed -0 30 per week No Max
Orbital void station +20 40 per week No Max

*The GM uses an Exploration Challenge to determine if any useful stores are found. A simple challenge gains 8 stores per week/max 16, a taxing challenge gains 5 stores per week/ max 10, and an Involved challenge gains 2 store per week/ max 8. As ships stores dwindle, it can have an effect on the crews moral, health and performance. For every 20 points of ship stores lost, roll on the table below and determine if an effect happens. Add a cumulative +1 to the roll for each roll already made on the chart since the last resupplying of Ship Stores (for example, a ship that lost 20 points of stores since it last resupplied would roll 1d10 +0 on the chart, but if they lose a further 20 points before port, their next roll would be 1d10 +1 with the +1 coming from the roll already made on the chart)

Stores Effect

1-5 Normal Operations onboard ship. No effect
6 Shipboard Sickness: A successful Challenging (+0) Medicae Test or ship suffers 1d5 crew population and moral loss.
7 Weary Machine Spirit: A successful Challenging (+0) Tech-Use test or the ship suffers a damaged component.
8 Damaged Goods: The ship suffers a loss of 50 achievement points
9 Shipboard Sickness: A successful Difficult (-10) Medicae Test or the ship suffers 1d5+1 crew population and moral loss.
10 Weary Machine Spirit: A successful Difficult (-10) Tech-Use test or the ship suffers a damaged component.
11 Ammo Shortage: The ship may only fire each of its weapons 3 times before the next resupply stop.
12 Shipboard Sickness: A successful Hard (-20) Medicae Test or the ship suffers 1d10 moral and crew population loss.
13 Weary Machine Spirit: A successful Hard (-20) Tech-Use test or the ship suffers a damaged component
14 On Reserves: On a roll of 97-100 during Shooting, the ship runs out of ammo until resupplied. Reduce Moral by 1d10
15 Bottom of the Barrel: Out of ammo on a roll of 85-100 during shooting until resupplied, Moral reduced by 1d10+5 per each additional point of stores loss.

A ship reduced to 0 Ship Stores is in a very dire situation. They can no longer move or maneuver and have no ammo left for defense. In addition, the ship suffers a loss of 10 crew population and a loss of 5 moral for every day the ship is a drift in the void as the crew either starve or devour each other. These ships usually are never heard from again until their hulk is found empty of all but ghost.

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