I made some teleport rules a while back for House Gnomes I think. They used the same system as Use Ratings and missed attacks. It's just easier that way so you don't have to remember another set of rules.
Teleporting rules:
Teleportation is a separate type of movement that you buy (like flying, swimming, or walking/running) and you buy it separately from any of those. The cost is like flying, where it costs 2CP per two inches plus its structure level.
You are able to teleport/travel as many inches as your movement allows. Place a marker at the location you wish to teleport to.
There is a skill roll involved in teleportation. The skill roll starts at a use of 2 for 2 inches (which would be the minimum distance that you could travel while using it) and for every 2 inches after that it goes up another 1 (so going 2 inches is a use of 2, 4 inches is 3, 6 inches is 4, etc.).
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction.
See, same rules as firing a ranged weapon. Actually, you could probably just take out the whole skill roll changing for each increment of inches and just leave it at a base skill roll of 5 or something. Maybe even 6. It makes sense and makes it a bit more balanced if you have a higher chance of hitting off target at least by a couple inches if you're moving 10" a turn. I guess this is my new, revamped version of these rules:
Teleporting rules:
Teleportation is a separate type of movement that you buy (like flying, swimming, or walking/running) and you buy it separately from any of those. The cost is like flying, where it costs 2CP per two inches plus its structure level.
You are able to teleport/travel as many inches as your movement allows. Place a marker at the place where you wish to teleport to up to your maximum Teleport distance.
Make a skill roll. The skill roll determines whether you land on target or not. A skill roll for somewhere you have a line of sight to is 4. A skill roll for somewhere you do not have a line of sight to is 6.
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction. A Teleporting creation cannot be Teleported into a solid object (like a wall or other creation) unless it makes a critical failure on its Skill roll.