The games at AdeptiCon are going to be tremendous fun, with a very strong narrative element and deep cinematic flair. As we've prepared the prototype table for those games, we've come across an element or two that aren't directly addressed in the basic Killzone Ruleset, and I thought here might be a good venue to test out some theories for how we develop those rules. Naturally, all constructive feedback is very much appreciated.
DoorsThe AdeptiCon prototype has been built with a "control panel" that reaches the floor of the room in which it stands. Generally speaking, it's about a quarter inch from the actual door. I've set it to the floor so that a model and get into "base to base" contact with that panel for reasons I outline below.
Open/CloseIn order to activate a door, open or closed, a model must touch the control panel directly adjacent to the door. The door can only be activated from one of the appropriate panels on either side of the wall. Once the model reaches the panel, it may not continue to move in that phase of the player turn regardless of how much or how little movement remained. The door can immediately be opened or closed, as desired, and the model may still participate in subsequent phases of the player turn.
For example, a model that is 3" from the door moves into contact with the adjacent control panel; the door may be immediately opened or closed. The model may not move any further in that movement phase, but may shoot or run, or assault if possible, as normal in the subsequent phases of the player turn.
JamIf a door is opened and closed again in the same player turn, there is a chance that it will jam. In any player turn, for every action after the first on the same door roll a D6. On the first roll a 2 or less will jam the door. On the second roll in that player turn, a 3 or less will jam the door. Jammed doors will always close immediately and remain so for the remainder of the game. They may only be opened again through shooting (this rule is designed, obviously, to dissuade players from potentially abusing the opening and closing of doors multiple times in the same player turn).
Shooting at DoorsAlthough a decidedly indelicate solution to any problem, players may of course shoot at a door in an attempt to destroy it outright. A player may NOT shoot at an open door.
There are three possible outcomes to any such attempt: the door will absorb the energy with no effect (the doors are "hulk" quality and will resist most firearms); the door will buckle in a heap of debris and will count as "jammed" for the remainder of the game (see above); the door will be destroyed outright.
Doors have an armor value of 13. Any glancing hit will jam the door (an already jammed door simply remains so). Any penetrating hit will destroy the door outright (if you prefer, flip the door to its "open" position and mark it so that it remains thus for the remainder of the game).
Note: The above images are from the Sin of Alacrity table, not the AdeptiCon prototype.