New KHD Rodok profile has cybermask which can result in a IMP-2 Rodok. If the Rodok SuperJumps does it remove the IMP-2 marker state? Super jump is an automatic skill that results in using Jump as a short skill, It however is not a short skill but a special skill. IMP-2 is cancelled if you take any other action than a cautious movement or a short movement skill So does the automatic skill Superjump cancel IMP-2 because it isn't a short movement skill? I believe I have it right in that a KHD Rodok can't Super Jump if they want to stay in IMP-2. I want to make sureI am using it correctly. Before I bring it to the board . http://infinitythewiki.com/en/Super-Jump http://infinitythewiki.com/en/Super-Jump
I was always under the impression that superjump basically allowed you to turn Jump into a short skill and combine your movements values into one long skill movement. EDIT: From the wiki: This Special Skill alters the user's Jump Skill from an Entire Order Skill to a Short Movement Skill. So if you are super jumping then you are using a short movement skill. I believe I have it right if I say SuperJump is like mimetism, it's a skill but not one you declare when spending orders as such. Superjump allows you to declare Jump as a short skill. So if I jump up that building then as a result of the superjump skill I am actually declaring the short movement skill Jump. Thus you would stay in IMP-2.
You don't Declare automatic skills, they just happen (if you want them to). As SJ makes Jump into a Short Movement Skill (NOT a Short Skill) that doesn't require a roll, if a Cybermasked Rodok Declares Jump as a Short Movement Skill it will not cancel Impersonation.
Thanks for the replies. Seem like it is looking better for the Rodok. The discrepancy I am referring to in that SJ is a listed special skill. Its result creates a short movement skill out of jump. I would perfer to be wrong obviously.
Super-Jump is an automatic skill, not a short skill or a entire order skill, simply an Automatic Skill. As colbrook said, they just happen, not declared as if it was a distinct skill part of an Order. One effect is that you can make a Short Movement Skill Jump (using your first MOV as usual). Another effect is that you can make a Entire Order Jump using the combined MOV values. Other effects also includes being allowed to shoot while mid-air. It also modify Falling Damage but that is not a listed effect, just a rule in the page.
Fortunately you are wrong, Automatic skills are not Declared, they just happen. The cancellation clause for Impersonation is Declaring a skill other than Cautios Move or a Short Movement Skill that requires no roll. Because the Skill you're Declaring is Jump (which is converted into an SMS via Super Jump) you do not meet any of Impersonation's cancellation clauses.
Antipodes have been super-jumping as a marker state for years. Feel free to jump away in all of your marker state glory.
Just remember: Super Jump lets you jump two different ways: 1. As a short movement skill. 2. As an entire movement skill, going further. Doing the long jump will still cancel your marker state.
Yes; if you do two short jumps you will fall to the ground at the end of each (so for example to reach a particularly high spot you might need to long skill). Additionally, in a link team (not relevant to this example), if some models have super jump and some don't, declaring a long skill will let every model jump, with the super jump models jumping the sum of their MOV values, and the non-super jump models jumping their first MOV value (e.g. Rodoks jump 6 and Kerr-Nau jumps 4).