Teleportation Tech

Teleportation Tech is a rather uncommon, expensive, and dangerous form of technology that is used to teleport units and assets across distances.

Capabilities
Teleportation Tech is simply meant to teleport an object or living thing across spacial distances. The basic models can do just that, usually operating with both an entry and exit gate, each a fixed point, which is the most common and the safest model. However, the entry point could also set down a passenger at any given point in space within its range, which could have catastrophic effects, especially if said area is not mapped out, is cluttered, has too much interference, is in movement, or has any sort of obstacle in its path. These obstacles can be objects, living beings, or even rough terrain. Although small and microscopic objects and particles may be pushed away or obliterated by a larger entity teleporting into them, not causing the passenger any harm, a large and solid obstacle will often obliterate the passenger and be left unharmed in an event known as telefragging, which can sometimes also destroy the obstacle involved. The most dangerous objects to teleport into are Imperialite, Uux, charged Novanium, and supernatural materials, which will often remain unharmed while passengers are obliterated. Passengers may become fused into other objects or entities upon exit if the way was not clear, or could become incredibly distorted if they moved too drastically during teleportation. To attempt to avoid this, form-fitting teleportation suits can be used, although these are still susceptible to telefragging, and have a far shorter range and longer cooldown time than larger teleporters. Larger teleporters can teleport several units from ships down to planetside surfaces, while teleportation suits can only teleport the unit wearing it a maximum distance of about a kilometre. No model can get past any artificial anti-teleportation tech, like those present on standard military-grade ships. Some teleporters can only teleport organic entities, and always leave a traceable signature, such as exiting Hyperspace. Teleportation suits, while requiring large amounts of cool-down time compared to other models (average 10 minutes for suits, 5 seconds-1 minute for larger models), can be overclocked, allowing the user to teleport multiple times within the span of a few minutes, although this is incredibly risky, only allowing for about 5 uses before the suit either explodes or telefrags the user. Any damage done to any version of this technology would cause catastrophic failures if it attempted to teleport. Some objects are not easily teleported, at least not instantaneously, such as very large objects, or anything armored with metals similar to Imperialite. Some objects are impossible to teleport even with magic, especially Imperialite-based objects.

Background
Teleportation tech was originally made by the Old Titanian Empire, inspired by Celestials and other supernatural beings who would teleport at will. However, while these beings, and Reality Stone-powered devices, could teleport flawlessly, other forms of tech and even Magic could not do the same, as Magic also required quite a lot of strength and skill for long-range and telefragging protection. This made teleportation tech become very uncommon. However, teleporters were mostly replaced with portal tech, which operates on a different system. Teleportation tech is most often illegal to manufacture and distribute on many worlds, some not even affiliated with the Government.

Variants
One-way: Teleports passengers to a location, but cannot retrieve them. This is a dangerous model.

Two-way: Can teleport passengers to and from a location. This is the most common variant, and the safest model, usually relying on fixed entrance and exit points, usually in the form of platforms or pods. However, like with the one-way model, only a fixed entrance point is truly required, although this poses many dangers. Small variants of this model exist, usually in the form of a backpack, as seen with many Advanced Supernatural Defense Corps units, such as Transistors, which can equip these packs and use them to teleport out of and into Realspace, although they have set coordinates for realspace re-entry.

Suit: The most dangerous method is a teleportation suit, which is a set of armor, usually resembling a bulky exosuit, that can be worn by a unit and used to teleport short distances. This variant is also the one with the most legal restrictions on its production and distribution.