Leap
Movement
Described in: Core book
Rocket boots, reactor based propulsion units, heel-stored power detonators.
Slots requirements
Lvl. 1 : 10 GP
Allows the user to jump to a height equal to short range and to a distance of medium range. During the same turn as the leap the user can also perform a combat action. If a leap module is used to jump into contact range and attack an enemy with a melee weapon, the user deals an additional 6 damage.
Activation | Duration | Energy |
---|---|---|
Move action | Instantaneous | 3 |
Energy | 3 |
---|---|
Duration | Instantaneous |
Activation | Move action |
Lvl. 2 : 20 GP
Allows the usr to jump to a height equal to medium range and to a distance of long range. Target destination at long range is reached on the following turn. While in midair, the character can still perform ranged attacks, at a penalty of -2 successes on their attack roll. They gain +2 to their reaction score while leaping. Upon landing on the turn after a long leap, the character may use their combat action and move action as usual. If a lvl 2 leap module is used to jump into contact range and attack an enemy with a melee weapon, the user deals an additional 9 damage.
Activation | Duration | Energy |
---|---|---|
Move action | 1 turn / 10 seconds | 3 |
Energy | 3 |
---|---|
Duration | 1 turn / 10 seconds |
Activation | Move action |
Lvl. 3 : 20 GP
Allows the user to jump to a height equal to long range and to a distance of far range (up to half a mile). Target destination at far range is reached 2 turns later (the activation turn is spent in the air, the following turn too, with the character landing on turn 3). While in midair, the character can still perform ranged attacks, at a penalty of -2 successes on their attack roll. They gain +2 to their reaction score while leaping. Upon landing 2 turns after a far range leap, the character may use their combat action and move action as usual. Changing direction while midair is possible, but to do so requires a Movement based skill check (difficulty to be determined by the GM). If a lvl 3 leap module is used to jump into contact range and attack an enemy with a melee weapon, the user deals an additional 12 damage.
Activation | Duration | Energy |
---|---|---|
Move action | 2 turn / 10 seconds | 3 |
Energy | 3 |
---|---|
Duration | 2 turn / 10 seconds |
Activation | Move action |
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.
Consider the maximum jump range somewhere upwards of half a mile.
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.
Only the first.