Modules list

Teleportation

Movement

Described in: Core book

Temporal jump generator, quantum displacement circuit, wormhole generator

Slots requirements
1
2
2
3
2
2
100 GP

The character may move instantly to any area at far distance, without traveling through the intervening space. A sharp clap of thunder and bluish light happen at both the point of departure and arrival (preventing any Stealth manoeuvres). When teleporting, the character must be able to see their intended destination

Activation Duration Reach Energy
Move action Instantaneous Far - 1000+ft 10
Energy 10
Duration Instantaneous
Reach Far - 1000+ft
Activation Move action
How does the holo-targeting effect interact with module effects such as teleportation? – page 415
Q&A > Arsenal questions > General effect questions - Jan. 17, 2025, 12:31 p.m.

Targets remain marked so long as the meta-armour can keep track of them somehow.

“Keeping track” is the part that requires a judgement call. Meta-armours are in constant communication via augmented reality networks. Some of them have satellite relays and enhanced sight and tracking modules. Others can log into local camera networks and CCTV in urban areas via wireless interfaces (RIGG).

All this contributes to a target having to move quite far away or be very ingenious to shake off a holo-targeting effect. The GM should use their best judgement.