Teleportation: Due to the sheer unpredictability of an effect powerful enough to falcon-punch the common understanding of physics (being able to bypass obstacles and such), teleportation is not bought as a regular movement, but rather as SuperNatural Movement dice.
The caveat is that the teleported unit is Disrupted for the rest of its turn (due to teleporter sickness, "phasing in" like Chrono units in Red Alert, or existential crisis at realizing it's just a copy and the original was killed on the other end of the teleporter), leaving the unit vulnerable if it was cocky enough to teleport into the middle of an enemy formation.
On a fumble, the lucky recipient of the dice has the option to randomly fuse the unfortunate teleported unit with the nearest object within the Teleportation dice radius like Jeff Goldblum in "The Fly", as per the Field Construction rules. If fused with an enemy unit, use the opposing Operators rules.

Stationary Portals:
Buy these as a Difficult Terrain Field Hazard, paying the cost for the distance between the point of entry and point of arrival. The lack of having any unit that passes that line be affected is offset by the security of the portal (pass from one bunker to another without going through the battlefield in between). For portal networks, it takes an operator (his name is Walter) an Action to dial in a new address.