Walls

Walls are static objects in the game, typically used for keeping out elements, wild animals, or greedy munchkins. Walls are typically considered completely solid, opaque, inanimate objects (without stats), but may be given damage resistance based on their hardness and HP based on their mass, if need be. Typically, these stats are only used if the PCs need to get somewhere both very fast and very loudly. 
== Typical Walls ==
Wall Type 	DR 	HP per
chunk	Description
Brick Wall 	16 	67 	
* Exterior brick walls (ones that bear the load of a house) are typically at least two bricks thick, or 6".
* This is enough DR to stop handgun bullets as well as most melee attacks
* Technically still vulnerable to pickaxes and mauls.
*Piled bricks are TL0, but proper brick-and-mortar walls are TL1 at least
Drywall 	0-1 	18 	
* Cheap drywall, used for interior walls, easily found at your local motel
* relatively thin, flakey, and fragile
* Less powerful than your average teenager. 
* While it's easy to breach drywall unarmed, you might injure yourself—drywall can be very scratchy.
* Instead of rolling to hit, just assume that it takes a handful of hits to make a small hole (to reach through) and another few to make a hole large enough to vault through.
Chain Link Fence 	6? 	— 	
* Not technically a wall, but a very common obstacle for TL6+ adventurers.
* Important chain link fences are often topped with barbed wire, as they're otherwise easily climbed.
* Chain link fencing is durable enough to absorb a beating from melee, and is impractical to attack with ranged weapons
* It is vulnerable to precise cutting tools, like heavy wire snips.
* An armor-piercing weapon like a force sword will slash through a fence easily, and robotic/super strength (ST 25+?) can snap wires themselves.
* Historically, tanks are a hard counter to chain link and barbed wire, as they can bulldoze over them, making a relatively flat path for allies.
Castle Walls (realistic)	780 	1,200	
* Realistic castle walls are remarkably durable, surviving from TL2 all the way into TL5, wherein cannons become powerful enough to destroy parts of them, although mainly gates.
* This example is a whopping five feet thick.
*Even after the age of cannon, many castles still stand, although with more chunks blasted off of
Castle Walls (fantasy) 	6-10	20 	
* These walls are immune to to human-wielded melee weapons, but can be breached with magical weapons, war elephants, allosaurs, and mundane siege weapons.
* A few lucky shots from a 1-lb ballista stone can knock a human-sized chunk through this wall
* Completely unrealistic as a material, but vastly more genre-appropriate than long sieges
* Perhaps this is the kind of lightweight stone that wizards can easily summon or shape with magic
The rules for assigning HP to Doors/Walls are mentioned in Basic Set, p.558
== Magic / Summoned Walls ==
Magical and elemental walls have no DR unless otherwise stated. They are typically Area spells, and are four yards high by default--enough to prevent almost all non-flying creatures from bypassing them.
Wall Type 	Description
Wall of Light 	Can brighten a battleground and/or be used to block line-of-sight. Many creatures can see in the dark, but few can see through light. Combine with Bright Vision for the perfect ambush against dazzled foes.
Wall of Lightning	A shimmering, crackling curtain of lightning. It inflicts 1d-1 burning or higher to those crossing or touching, and impedes vision and hearing from the light and noise.
Wall of Silence 	A peculiar, anti-sonic wall. Useful against sonic attacks, and can utterly baffle sonar-based cave creatures.
Wall of Wind 	Blasts away arrows, projectiles, and swarms. Possibly useful against deadly clouds of gas.
Spell Wall 	Blocks regular spells that rely on line of sight--but not missile spells, oddly enough.
Force Wall 	Blocks missile spells and physical force -- regular spells and light can pass through.
Utter Wall 	Resists all intruding spells using the caster's effective skill when cast. Very powerful.
== Anti-Wall Creatures ==
* The might Siege Beast is a clear choice for breaking down walls, doing about 22+ damage per swing.
== Errata ==
Dungeon Fantasy 2 on page 35 had a mistake regarding them:
:a 3’ wall has DR 468, DR 135.
This was corrected at http://www.sjgames.com/errata/gurps/4e/dungeon-fantasy-2.html where it clarifies it was supposed to be 135 HP.
== See Also ==
* For the Innate Attack enhancement that creates walls, see the wall enhancement
* For the spell that repels other spells, see Spell Wall
* For the figurative wall of shields, see Shield Wall
*For the wide-bodied earth elemental, see Walking Wall
== References ==
Category:Concepts