Combat At Different Levels

Basic Set: Campaigns · p.402

Open source p.402

Suppose you want to jump onto a
table and strike down at a foe? Or
fight your way up a staircase? If you
and your foe are at different levels, the
vertical distance affects combat. This
rule is for melee combat. For ranged
weapons, see Firing Upward and
Downward (p. 407).
One foot of vertical difference, or
less: Ignore it.
Up to two feet of vertical difference:
Ignore it unless you are using hit loca-
tions. In that case, the higher fighter
has -2 to hit the feet or legs, and +1 to
hit the head (skull, face, or eyes) or
neck. The lower fighter has +2 to hit
the feet or legs, and -2 to hit the head.
These modifiers are in addition to nor-
mal hit location penalties.
Up to three feet of vertical difference:
As above, but the lower fighter is at -1
to any active defense, while the upper
fighter is at +1 to his active defenses.
Up to four feet of vertical difference:
As above, but the lower fighter is at -2
to defend, while the upper fighter is at
+2. The upper fighter cannot strike at
the lower fighter’s feet or legs.
SM
Reach
+1
+0*
+2
+1
+3
+2
+4
+3
+5
+5
+6
+7
+7
+10
+8
+15
+9
+20
+10
+30
* A reach “C” weapon
increases to reach 1, but
there are no other effects.
Up to five feet of vertical difference:
The lower fighter cannot strike at the
upper fighter’s head, and the upper
fighter cannot strike at the lower fight-
er’s feet or legs. The lower fighter is at
-3 to defend, while the upper fighter is
at +3.
Up to six feet of vertical difference:
The upper fighter may only strike at
the lower fighter’s head. The lower
fighter may only strike at the upper
fighter’s feet or legs. Neither gets any
special bonus or penalty to attack. The
lower fighter is at -3 to defend, while
the upper fighter is at +3.
Over six feet of vertical difference:
Combat is impossible unless the fight-
ers adopt some strange position; e.g.,
the upper fighter lies down and reach-
es over the edge. In that particular
case, he would effectively bring him-
self three feet closer, and his foe could
strike at his head and arm. The GM
may offer appropriate bonuses and
penalties for any odd tactics that the
players employ.