Echojump
In your Shooting phase, when a friendly INTERCEPTOR SQUAD unit has shot, you can use this ability. If you do, that unit cannot use its Personal Teleporters ability, and that unit can make a surge move of up to D6+1 inches. This is a trade and not a bonus, which is the single most commonly missed thing about the detachment, including in our own earlier copy. You are giving up the Personal Teleporters ability for the turn in exchange for a short move after shooting. It also has nothing whatsoever to do with charging: there is no clause here that lets an Interceptor squad shoot, jump and then charge in one activation, and describing it that way promises a sequence the rule does not grant. What it actually buys is the thing a shooting unit in a melee faction most wants, which is the ability to fire and then break line of sight, or to fire and then step onto an objective. Note that this rule is the one item Faction Pack v1.1 changed: the WHAT'S NEW block on page 1 names Echojump specifically, and the surge move is D6+1 inches in the current version.