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This Common Skill allows the user to clear obstacles and leap over small distances.
|Movement, No LoF, No Roll.|
The easiest way to measure a parabolic route is using a flexible ruler, bending it for convenience.
Jump example 1
- During his Active Turn, Fusilier Angus has to clear a 2 inch high obstacle. As this is a height greater than his Silhouette template, Angus has to declare Jump to be able to clear it (Graphic 1).
Jump example 2
- During his Active Turn, Fusilier Angus decides to get down from the roof of a building by the fastest way, just jumping down. The building is 6 inches high and the first MOV value of Angus is 4, so he has to face the remaining 2 inches as a fall. Following the Falling Damage rule, this means an ARM Roll with Damage 10, because it is only a single falling section. If Angus fails this roll, he must keep making ARM Rolls until he succeeds reaches the Dead state (Graphic 2).
Jump example 3
- During his Active Turn, Fusilier Angus declares he is going to Jump from one roof to another. The player measures the distance, 4 inches, and checks that it corresponds with Angus' first MOV value, so he can perform the Jump (Graphic 3).
- If the distance is bigger than his first MOV value, then with his Jump Angus only reaches 4 inches and will fall to the ground from that point.
|N3 Frequently Asked Question||FAQ Version: 1.6, Apr 2019|
|Q: What happens if a trooper is using Jump or Super-Jump and enters base contact with an enemy trooper while in mid-air? Will they be able to declare a CC Attack while in mid-air?|
|A: The active trooper will automatically stop moving when they enter base contact, and will then fall vertically from that position, receiving Damage from the fall if is applicable. A CC Attack by either trooper will require base contact at the end of the fall.|
|Related Pages: CC Attack, Close Combat, Jump, Super-Jump|