Troopers with Super-Jump have the ability to perform super-human jumping feats thanks to special gear, augmentations, or evolutionary advantages.
When the user of Super-Jump moves normally on the ground, he may vault over obstacles up to his height without penalty.
Fall Damage and Super-Jump
A trooper with Super-Jump only suffers Fall Damage on the portion of his fall that exceeds the sum of both his MOV values in inches. In other words, subtract the user's total MOV value from his fall distance to calculate Fall Damage. For example, a Super-Jumper with MOV 4-4 who leaps down from the rooftop of a 10-inch building suffers Fall Damage for the last 2 inches (10 -4 -4 = 2). By Fall Damage rules, he must make an ARM Roll to overcome a Damage 10 hit.
Falling and AROs
Enemies may react normally in ARO to an activated trooper's free fall movement, even if the fall causes the active trooper to move farther than his MOV.
A - An obstacle of the same height as the trooper (for simplicity's sake, 1 inch tall). Tarik may move straight through it, traversing the entirety of this first MOV value (Graphic A).
B - An obstacle of the maximum height Tarik can jump and still execute another Short Skill (such as BS Attack). During Tarik's 6-inch jump, and while he is peeking over the obstacle to make a BS Attack, he cannot benefit from Cover MODs. The 4-inch fall is harmless to Tarik, as it is shorter than the sum of his MOV values (Graphic B).
C - A more complex situation. Tarik is overlooking a 12-inch drop, and he has several possible declarations, depending how daring he feels today.
Avoid risking an ARM Roll. To do so, Tarik has several options:
- Just declaring a Super-Jump Short Skill + BS Attack or Move after hitting the ground, Tarik can:
- To jump vertically downwards to the ground (Graphic C-1).
- To jump diagonally up to point W (Graphic C-2).
- By declaring a single Super-Jump adding both his MOV values (6 + 4= 10), Tarik can jump diagonally up to point Z (Graphic C-3).
Either way, enemies who see Tarik falling may declare AROs.
Risk an ARM Roll. In this situation Tarik has several options:
- To jump horizontally up to the point X declaring a Super-Jump Short Skill + BS Attack or Move after hitting the ground. The height of the falling will force Tarik to make a Fall Damage ARM Roll (Graphic C-4).
- By declaring a single Super-Jump adding both his MOV values (6 + 4= 10), Tarik can:
- To jump horizontally up to the point Y that signals the longest possible forward jump, a horizontal leap. Tarik will be forced to make a Fall Damage ARM Roll (Graphic C-5).
- To jump vertically. If Tarik jumps upwards beyond an 22-inch height, then he will fall to his Death because the accumulated Damage would exceed what Tarik could overcome with an ARM Roll (Graphic C-6).
As before, enemies who see Tarik falling may declare AROs.
Urban combat is characterized by its vertical development, so having mobility options that bypass obstacles and clear gaps when walkways and ledges have fallen to the crossfire is an unquestionable advantage. For this reason, many avenues of research into improved personal tactical gear include short-range retro-propulsion units, most of which allow soldiers to literally advance by leaps and bounds on the battlefield. Irregular assets of Antipodean origin, and many of the Dog-Warrior hybrids, require little to no training to control the trajectory of their powerful pounces, relying instead on their instincts. But nothing catches the eye quite like the results of certain Super-Soldier programs—namely Runihura, meaning Destructor—developed behind closed doors at certain Haqqislamite biotech labs. These fascinating experiments give us a glimpse of what may be Humanity's next evolutionary step.