Jumping and Falling
How far a unit can jump is based on their launch stat + their strength check modifier. A unit needs 5 feet of running distance to get the full distance of their launch. If a unit makes a jump standing they do so at half their launch as a penalty. Likewise a unit’s vertical jumping distance is half their launch.
A unit can fall up to 10 feet with no penalty. After that the unit will take 1D6 damage for every additional 10 feet fallen. If unit falls more than 50 feet they must make a flat saving throw of 15 or higher or break a part of their body depending on where they land.
Neck: Unit suffers paralysis until healed by magic/potions for amount of damage suffered from fall.
Back: Unit suffers paralysis until healed by magic/potions for amount of damage suffered from fall
Arms: Unit loses the ability to use hand weapons and takes a - 3 to most strength checks and saving throws. If the check/saving throw requires the arms it is automatically failed. This effect lasts until unit is healed by magic/potions for the amount of the damage suffered from fall.
Legs: Unit loses the ability to make movement actions during its turn. Unit is prone until healed by magic/potions for the amount of damage suffered from fall.
Stomach: This unit will suffer no broken bones from its fall but instead take double the amount of fall damage.