I've been seeing some things crossing my Twitter feed about somebody making up a magic combat wheelchair (see the #CombatWheelchair hashtag ) for the current edition of The Other Game (tm). So, naturally, I thought about how GURPS would handle it. GURPS being GURPS , it potentially handles it in several ways. I'll delve into how to deal with it as a piece of equipment intended for use in Dungeon Fantasy -flavored campaigns and using the basic magic system. Wheelchairs are addressed briefly in the core rules. A wheelchair (p. B142) provides ground Move = 1/4 ST, with limitations like movement on staircases, through narrow doorways, and so on. High Tech (p. 226) has full weight and cost stats as well as rules for powered ones, but let's consider the fantasy chair. The first issue is making it self-propelled. Hard to fight if you're rolling your chair around with your hands. However, it can probably be made self-rolling with the Dancing Object spell ( Magic , p. 144). I