Modules list

Leap

Movement

Described in: Core book

Rocket boots, reactor based propulsion units, heel-stored power detonators.

Slots requirements
1
1
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
How far can a level 3 Leap module actually jump? – page 430
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.

Consider the maximum jump range somewhere upwards of half a mile.

Does additional damage from a Leap module used at the same time as a combat action apply to all the attacks made during that combat action, or only the first? – page 430
Q&A > Arsenal questions > Modules - Jan. 17, 2025, 12:31 p.m.

Only the first.