Jump

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This Common Skill allows the user to clear obstacles and leap over small distances.


Jump

JUMP ENTIRE ORDER
Movement, No LoF, No Roll.
REQUIREMENTS
EFFECTS
  • Allows the user to move horizontally (to clear a gap), vertically (to reach a higher or lower surface), diagonally or tracing a parabola, up to his first MOV Attribute value in inches.
  • Jump is a Common Skill that does not require a Roll.
  • When Jumping, measure the horizontal, vertical, diagonal or parabolic distance between the starting location and the landing spot.
  • If the first MOV value is insufficient to reach a landing spot for the Jumping model, then assume it falls vertically from the end of its available Movement to the ground. Measure this fall distance for Fall Damage purposes.
  • Troopers cannot benefit from Partial Cover MODs during an Order in which they declared Jump.
  • Jumping movement must follow the General Movement rules as well as the Moving and measuring sidebar, both of which are explained in the Move Common Skill rules.
  • When Jumping, the landing point cannot be narrower than the base of the trooper.
REMEMBER
Troopers can vault over obstacles smaller than their Silhouette Template at no cost. Anything higher than that requires a Jump declaration.


Measuring parabolas

The easiest way to measure a parabolic route is using a flexible ruler, bending it for convenience.


Examples

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).

Jump1.jpg


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).

Jump2.jpg


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.

Jump3.jpg



FAQ

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
N3 Frequently Asked Question FAQ Version: 1.7, Jul 2019
Q: When can a trooper activate or cancel Prone state?
A: Prone state can be activated or cancelled by declaring the Move Short Movement Skill, or where stated in the rules. For example, you cannot activate or cancel Prone state by declaring Cautious Movement or Jump, because they are not the Move Short Movement Skill.
Related Pages: Cautious Movement, Climb, General Movement Rules, Jump, Prone