Jump
In order to reach a higher or lower ground, to reach the surface across the gap, or to reach ground behind an obstacle higher than the model's Hitbox, a model may perform a Jump. The model can move through the air horizontally, vertically, diagonally or in a parabolic line. The distance a model can jump over is equal to half of its Speed value. Jumping distance is measured horizontally, vertically, diagonally or parabolically between the model's starting point and the desired destination of the jump. The distance of a jump is measured after the declaration was made (if you are playing the Assisted or Standard mode, this can be ignored). If the distance between the starting point and jump destination is larger than the model's halved Speed value, but the top of the model's Hitbox would come in contact and reach the same (or higher) level as the surface it wants to jump onto, the model is placed on the edge of the surface (the model pulls itself up). If the distance between the starting point and jump destination is larger than the model's halved Speed value (and the model's Hitbox does not come in contact with the surface it wants to jump onto), the model falls vertically at the end of its halved Speed value, to the lower surface. If a model falls, its player must measure the distance of the fall and, if necessary, apply Fall Damage.
Source: Eldfall Chronicles Rulebook v1.6, p. 52.