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Old 07-03-2018, 02:47 PM   #1
Kilmore
 
Join Date: Aug 2007
Default Exposition on a battle on a flight of stairs, using the GURPS rules

I am not a professional GURPist. This is all my take from the Basic rules. I'm looking to have errors corrected.

My impending Fantasy campaign will have a lot of fighting in urban environments. Among these, indeed in the earliest encounters, will be battles on flights of stairs. To that end I'm trying to get good on the rules for such. The one thing assumed about the stairs is that each is 8 inches high, and 9 inches deep on the map (though actual dimensions may differ due to overhang). There are 4 stairs per hex. Different factors such as whether the stairs have vertical boards or what kind of baluster or wall they have are left open to consider different possibilities later on. The basis of much of this exposition lies in Book 2 of the Basic rules on pages 402-403, under the heading “Combat at Different Levels”.

A diagram -- https://imgur.com/jJUxg2v -- has been prepared to illustrate the positions from which combatants may face one another in this combat. All combatants are assumed to be carrying Reach: 1 weapons unless noted otherwise. Scribbled notes on the diagram tell the height of each step in inches.

Green figure “A” engaging red figure “B” is fighting at a level 2 feet above him, and is therefore (assuming the use of hit locations) at a -2 to hit his feet or legs, but at a +1 to strike his head. Meanwhile Figure 'B' is at +2 to hit 'A's feet or legs, but -2 to hit his head.

Red figure 'C' is engaging green figure 'A' in close combat with appropriate weapons. The difference between them is between a foot or two and has no effect on combat.

Figure 'A' against figure 'D' are a similar situation as 'A' and 'B', except that they are subject to whatever effects the baluster or wall may have.

Red figure 'E' is in a similar height situation to 'B' and 'D' against 'A', but also has the bulk of the stairs between him and 'A'. I suppose the easiest way to simulate this is with a blanket -3 to hit between 'A' and 'E' unless one or the other intends to simply power through the stairs. Perhaps this can be reduced to -1 or -2 if 'A' is facing and engaging 'E'.

'F' has a 4' height advantage over 'E', giving him a +2 to defend vs. 'E's -2 to defend vs. 'F'. In addition, the railing or banister has it's usual effect. 'G' vs. 'F' is at the same height disadvantage, but with the stairs between them, only wild swings (pg. 388) are possible at -5 unless 'F' is facing off against 'G' in which the penalty drops to -3. Again the baluster or wall has its effect.

'H' has a 6' height advantage over 'G', with +3 defense for 'G' and -3 for 'H'.

Combat between 'I' in his position against either 'H' or 'J' is effectively impossible with a Range: 1 weapon.

Figure 'K' is lurking beneath 'F' under the stairs. Assuming the stairway is just horizontal planks with no vertical risers, he can target the feet and legs of 'A', or more specifically Evaluate the space that 'A' occupies, quite possibly unnoticed, and stab. Even if 'A' moves, anyone entering the hex is liable to an Evaluated attack from 'K'. This attack only can target the feet or legs. Due to the nature of the space, swinging attacks are at -4 while impaling attacks are unaffected. If there's a vertical board blocking him from attacking 'A' he can attempt to attack through it, or likewise stab vertically against 'F'.

Baluster:
A baluster is the posts and railing often found beside a flight of steps. Typically, a baluster beside the stairway provides a Defense Bonus of 4 (more or less according to how heavy and ornate it is) and like a shield (B. 484) is struck if the target is missed by the margin of the defense bonus. Damage in excess of the railing's DR + HP/4 penetrates or cleaves through the railing to the target. On average the DR is 4 and the penetration threshold is 10 for a wooden baluster. Stone and iron are appropriately more.

Wall:
The baluster may be replaced with a short wall, typically of plywood or plaster. This cover provides cover for two combatants facing off on different sides, regardless of whether they are in melee or ranged combat. Use the standard rules on B. 407-408 in addition to those above.
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