From Infinity Wiki
Jump to: navigation, search

Troopers with Super-Jump have the ability to perform super-human jumping feats thanks to special gear, augmentations, or evolutionary advantages.


Movement, Optional.
  • This Special Skill alters the user's Jump Skill from an Entire Order Skill to a Short Movement Skill.
  • It also allows the user to jump vertically, diagonally or horizontally as many inches as the first value of his MOV Attribute.
  • Super-Jump allows its user to declare other Short Movement Skills or Short Skills (Jump + BS Attack, for example) while jumping in the air.
  • The user may declare the Jump Skill as an Entire Order to add up both his MOV values into one single mighty jump.
  • However, as with the Jump Skill, the user cannot benefit from Partial Cover MODs while in the air. The user of Super-Jump may benefit from Partial Cover MODs (assuming all other requirements are met) while on the ground, at the beginning and end of the jump.


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.

  • When declaring the use of Super-Jump, you must specify the exact trajectory the trooper will follow, so that the opponent may declare the appropriate AROs.
  • Troopers have a LoF arc of 360˚ while they are moving.

Super-Jump example

In the Super-Jump Example Diagram, you can see the three most common situations for this Special Skill. The protagonist is Tarik Mansuri, who has Super-Jump, MOV 6-4, Wounds 2 and Silhouette 5.

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).

Superjump a.jpg

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).

Superjump b.jpg

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).

Superjump c1.jpg

Superjump c2.jpg

Superjump c3.jpg

Choosing Jump + Move would have the same effect as declaring a single Super-Jump in one direction. It would also allow Tarik to Move into a more beneficial position after landing.

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.

Superjump c4.jpg

Superjump c5.jpg

Superjump c6.jpg

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.


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