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Teleportation Obstacles and Accuracy

CosmicGamer

SOC-14 1K
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[ 1 ] Teleport Obstacles
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So lets say you are teleporting to somewhere nearby you've been before, but you don't have line of sight.

You are teleporting to your parents home. You know it well but you didn't know your mom recently rearranged the furniture.

Maybe you teleport to an empty field and an animal just happens to be in the spot.

The passageway of the ship you teleport into currently has passenger traffic.

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[ 2 ] Teleport Accuracy
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How accurate is teleporting?

Could teleporting just a few centimeters off result in your feet intersecting the ground/floor.

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Do any of the versions of Traveller cover this? Please give references to not only the version of Traveller but which publication.
 
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[ 1 ] Teleport Obstacles
----
So lets say you are teleporting to somewhere nearby you've been before, but you don't have line of sight.

You are teleporting to your parents home. You know it well but you didn't know your mom recently rearranged the furniture.

Maybe you teleport to an empty field and an animal just happens to be in the spot.

The passageway of the ship you teleport into currently has passenger traffic.

----
[ 2 ] Teleport Accuracy
----
How accurate is teleporting?

Could teleporting just a few centimeters off result in your feet intersecting the ground/floor.

---
Do any of the versions of Traveller cover this? Please give references to not only the version of Traveller but which publication.

[2] ... [humor] That is why all of my characters wear spandex and 4" lifts (both circa 1972). [/humor]

On a serious note, I would apply the same basic rules as precipitation out of Jump Space ... you exit teleportation outside of all physical objects.
You can hang the handwave on the rumored Psi-Jumpspace link.
But on a far more practical level ...

"Oops, you happened to teleport into another person who was just walking past, sorry both characters are dead." is pretty [penis]-ish as a Referee.
 
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Do any of the versions of Traveller cover this? Please give references to not only the version of Traveller but which publication.

Not that I'm aware of it.

I agree with atpollard here, but in the case he gives (teleporting just where nother person is) I'd make (as a referee) the teleporting carácter to just stumble against the other person, both being affected by the stumble (off course, if a Battledress CD comando so stumbles against an unarmored crewmember, the crewmember will suffer the most for it...).

Likeways, if there's a small error that puts teh teleporter against a wall or furniture, effect would be as stumbling against it, and if the error would make his feet to be under floor, he stumbles alone, probably falling to ground.

How violent is the stumbling could well depend on the effect in MgT terms.
 
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From JTAS #11, pages 28-29 (about Zhodani Consular Guard Comandos):

In long-range penetration situations where teleport disorientation is to be expected, comandos jump to previously reconnoiterednote 1 safe areas (such as small clearings in the Woods)

<snip>

The best defense against comando raids is to mine or carefully watch every posible assembly point, a task wich is nearly imposible, and which draws great numbers of troops away fro mthe forward lines.

Note 1: while not specified in this part of the text, the rest of the article hints that this reconnoitering is usually done by clairvoyence, something niether detectable nor avoidable

So, it seems to me that avoiding the teleport is not a viable option, and efforts must be dedicated to detect them ASAP or harrass them with mines and other obstacles once walking again (not while teleporting).
 
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