I played TAK for the first time tonight and realized something very sad during my game when I went to actually activate my Strelok and pupper. If you try to super jump (short skill) with the Antipode it does a very annoying thing: The Strelok handler has to declare a long skill jump, this cancels it's camo and limits the Strelok to one skill. Is my reading of the rules for super-jump correct that the move is still a "jump" skill declaration and not a "move"? Honestly, this was a disappointing revelation as it makes the team much more unwieldy to move around. Maybe the Streloks would be too good if you could super jump consequence free with an 8pt FD2 camo CC unit? Obviously, I would prefer if Super Jump allowed you to short skill move following the arcing rules for a jump (with long skill jump remaining as it reads under Super Jump). Thanks is advance for any insight you veterans can provide. Edit: Typos
Unfortunately you are correct; Climbing Plus works the way you want it to, but Super-Jump is very hard to use in mixed groups (fireteams, coordinated orders, g: sync, ...). If you want, you can still declare a short jump + another skill and have the Stelok idle for the short jump as they are unable to perform it (standard clause on all group activations).
Yeah, instead of putting out an errata allowing Super-Jump to behave the way we want it to, they just gave the Seraph's AUXBOT_3 Super-Jump. (Fun fact: the Peacemaker also has AUXBOT_3, but it's a different AUXBOT_3 than the Seraph. That one has Mechanized Deployment.)
Thanks for reply! I guess I at least I don't have to reveal the strelok I had just assumed that the rules didn't differentiate between a short skill jump and a long skill jump. It is still a good enough profile, just wonky. At least someone is having a good time, godspeed you crusaders lol