In Xenos Rampant, the xeno rule Teleport Jump is a tough sell for me. I want to use it. Paying 1 point to be able to jump 11 inches (ostensibly 12) sounds good, but having your whole unit swallowed by the Warp on double 5 or 6 is hard to take.
I played around with improving the ability without skewing its balance. Finally, I decided to not change the rules as written. Instead I added a tech tree, like Force Field and Psychic:
Teleport Jump – Risky (cost: 1 point): Rules as written.
Teleport Jump – Improved (cost: 2 points): The unit only suffers 1 Strength Point loss on any roll of doubles.
Teleport Jump – Secure (cost: 3 points): No Strength Point loss for rolling doubles.
I think this fits well with both Psychic/Psychic Species/Transportation and with the fact Teleport Jump is a Move action, not Psychic.
It also fits well with the new economy of my games. I’ve been playing 30 points as standard ever since I picked up Dragon Rampant, 2nd Edition.

