Teleportation

A weapon with this special property is capable of teleporting entire starships short distances, in addition to using teleportation technology to forcibly disjoin enemy vessels to deal damage. After hitting an enemy, the gunner chooses whether to deal damage as well as how to teleport the targeted starship. The gunner can move the targeted starship a distance (in hexes) no greater than the value listed with the weapon’s teleportation special property, and the starship appears in the new hex facing the same direction as when it was hit. Alternatively, so long as the two starships are no more than 5 hexes apart, the gunner can cause their starship and the targeted starship to switch positions, with each vessel maintaining its current facing. Any teleportation movement occurs at the end of the gunnery phase, after resolving all other gunnery phase actions and effects. A teleportation weapon cannot move targets that are more than one size category larger than the attacking vessel, and teleportation weapons are unable to move supermassive targets such as planetoids or other immense objects, at the GM’s discretion.

Source

Starship Operations Manual pg. 17

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