OK, so Super Jump SUPER-JUMP AUTOMATIC SKILL Movement, Optional. REQUIREMENTS EFFECTS 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. Sooooo, if I move + jump (short movement skill + short movement skill) with a Surda (6-4), do I move 6" and then jump 6" ("as many inches as first value of MOV Attr")?
Though I've never done it with my Rodoks, as I believe the intent was for it to act like a 3D Move skill, it would certainly make them even better than they already are. RAW, I think you have it right... but I also seem to recall this being discussed somewhat recently and can't remember the conclusion (if there was one).
Oh, yeah, it'd be gorgeous on a 4-2 Rodok, indeed. Also great for all the 6-4 Doge, making them as fast as Antipodes! I can't see anything that forbids it, RAW seems to specifically allow exactly that. Jump always = first MOV value. Jump with SJ = short Move skill.
So it doesn't work like you might hope, if you read further down to the examples on super jump it says "Choosing Jump + Move would have the same effect as declaring a single Super-Jump in one direction."
And both arrows are equal length if we're being so ridiculous digging for "rules in examples" ;) The "effect" is about who can ARO on him when he falls. It's the same whether you single Super jump in one direction and when you move + jump. It's not about range. It cannot be about movement range since he can't Move off that ledge without Jumping, so a move + jump has to be way shorter than a Super Jump, it'd be a 0" + 4" vs 10". Also, even if it's about range / ARM test safety, they propose Jump + Move where he jumps down low enough to not take falling damage and then moves away on the ground. Thus, yeah, he can just as well SuperJump down to the same point. We're talking Move + Jump here, different inch values, substituting 2nd (lower) Move value with the 1st thanks to Jump.
Basic rules for http://infinitythewiki.com/en/Attributes is that the second value is used when you make a movement the second time during an order and that this applies to all forms of movement including Jumping. I'm a bit surprised it's not in the FAQ as it has been answered before, but I can't recall if it was on these forums or on the old ones, though it was answered by @HellLois unless my long term memory is completely fried.
Specific rules > basic rules though? Super Jump alters stuff, one of the things it specifically alters is "allow Jump as short Move skill" and "always Jump 1st MOV value"?
I don't subscribe to that line of reasoning for a reason, and that reason is that the rules have to be written to accommodate it with clear tier of rules. This should be apparent that it is an oversight in the rules because nothing else works this way and it isn't stressed that it works differently. You run into similar problems when you try to jump in difficult terrain, btw. In either case, I tried searching and came up blank. Didn't even find the huge shitstorm I remember this caused when it first was brought up so it must've been on the old forums.
Single order Superjump in Very Difficult terrain is still GTG though if you want to go fast. Ie. McMurder would go 8" using an Entire Order Jump in very difficult terrain.
Not sure I follow? VDT disallows two short movement skills, but it's avoided by Entire Order SuperJump. Why 8" not 10" though? McMurder is 6-4.
Ok I see what you mean, I just saw effect as general overall outcome of all actions rather than an aro it could trigger
Because VDT only allows you to use your Second Move value. “If the trooper chooses to continue to move through the Very Difficult Terrain area, he must declare a new Order and suffer the following effects: In Very Difficult Terrain, troopers use only their second MOV value. In Very Difficult Terrain, troopers cannot declare two Short Movement Skills in the same order." Note the fact it applies to move generally not Move specifically. This basically makes the Entire Order Jump "Second MOV Value + Second MOV Value". Because it means that in (Very) Difficult Terrain you use your Second MOV Value in place of your First for all movement. I agree it's not clear, but anything else requires you to use your First MOV Value. This also applies to a 4-2 Move trooper simply declaring Jump while in Difficult Terrain. OTOH... If you interpret it the other way, then C+ works as a ghetto Multiterrain (you lose cover but keep the movement by declaring Climb). Which I'm OK with: Nomad REMs being slowed by Zero G annoys me. :'(