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7/29/2019 40K Rogue Trader Revised Teleport Procedure http://slidepdf.com/reader/full/40k-rogue-trader-revised-teleport-procedure 1/2 Revised Teleport Procedure. Teleporting onto the battlefield is done at the end of the players turn and uses the following procedure: 1) Select a unit to teleport onto the battlefield. 2) Place a Teleport Target Point (TTP) for the unit. This can be within a solid structure but not underground. 3) Roll a D10 to see how successful the teleport attempt has been. 1-9 all goes well proceed to step 4. 0 something’s gone wrong roll on the Teleport Malfunction Table immediately. 4) Roll for scatter; the TTP scatters on the D6 roll of a 2+ by D20” 5) Place the teleporting unit so that all members are within 2” of the TTP Teleport Fail-Safes. All teleport devices have fail-safes built into them to prevent the subject being rematerialized inside solid objects, underground etc. where this would happen the subjects are placed so that they are still within 2” of the TTP but around any solid objects. If it is not possible for all subjects to be placed then any remaining will rematerialize in the teleport chamber and have to teleport down next turn. Note – in the event of a teleport malfunction (see below) the fail-safe rules are ignored and the result of the malfunction takes precedence.

40K Rogue Trader Revised Teleport Procedure

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Page 1: 40K Rogue Trader Revised Teleport Procedure

7/29/2019 40K Rogue Trader Revised Teleport Procedure

http://slidepdf.com/reader/full/40k-rogue-trader-revised-teleport-procedure 1/2

Revised Teleport Procedure.

Teleporting onto the battlefield is done at the end of the players turn and uses the followingprocedure:

1) Select a unit to teleport onto the battlefield.2) Place a Teleport Target Point (TTP) for the unit. This can be within a solid structure butnot underground.

3) Roll a D10 to see how successful the teleport attempt has been.1-9 all goes well – proceed to step 4.0 something’s gone wrong – roll on the Teleport Malfunction Table

immediately.4) Roll for scatter; the TTP scatters on the D6 roll of a 2+ by D20”5) Place the teleporting unit so that all members are within 2” of the TTP

Teleport Fail-Safes.

All teleport devices have fail-safes built into them to prevent the subject being rematerialized insidesolid objects, underground etc. where this would happen the subjects are placed so that they arestill within 2” of the TTP but around any solid objects. If it is not possible for all subjects to beplaced then any remaining will rematerialize in the teleport chamber and have to teleport down nextturn.Note – in the event of a teleport malfunction (see below) the fail-safe rules are ignored and theresult of the malfunction takes precedence.

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Teleport Malfunction Table.

2D6 Roll Result

2 ~ Lost in the Warp - The unit and all its equipment aredestroyed

3 ~ Too High!.- Roll for scatter as normal, the unit materializesD6x5” above the TTP. Roll for falling damage.

4 ~ Bio Circuit Scrambled - Roll for scatter as normal, the unit issubject to permanent confusion from now on.

5 ~ Emergency Corrections - The unit doesn’t rematerialize.Retain the same target point and roll again on this table next

turn.

6 ~ Targeting Error - The unit automatically scatters by doublethe normal distance.

7 ~ Delay - Lights flash and power conduits hum but nothing happens.Remove the TTP and start the teleport procedure again next turn.

8 ~ Beam Concentration Failure – Roll for scatter from the TTP foreach individual model being teleported.

9 ~ Subject Signal Failure – Pouches are emptied, helmets are onbackwards, underwear is on the outside etc. The unit can’t move inits next turn while it sorts itself out.

10 ~ Energy Circuit Fault - Whole squad is hit by effects of a haywire grenade

11 ~ Too Low! – Roll for scatter as normal but the unit materialisesunderground. The resultant explosion destroys the unit. Centre the largetemplate over the TTP any models covered take D3 S6 hits with a -2 savemodifier.

12 ~ Lost in the Warp - The unit and all its equipment aredestroyed