Continuing... to work out... things. And stuff.
You've now got Doors.
Doors do lots of things. There are three schools of thought on how to get through a door in this game:
Quietly, stealthily: You take two movement points to open the door quietly and close it behind you. There's no audible noise to this, so players who didn't set up overwatch on the door you came through are none the wiser to your presence. If they can see the door, you're still spotted, though. Overwatch triggers with this.
Open, Ready: No real bonuses to this except that it only takes one movement- you open the door and leave it that way. It's audible, triggers overwatch, but also allows retaliation fire if you get a good roll (match or beat enemy roll, fire back).
Kick The Shit Out Of It: Takes two movement, blasts the door clean off it's hinges so there's no more "open" or "close", just "gaping hole". Does not proc Overwatch, because of the "shock and awe" of breaking the door.
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Overwatch is another thing. At the end of your turn, if you're behind cover, you can set up overwatch to any point within your guns range. Anything passes in your sight, you'll shoot at it.
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Guns and armor are going to likely be simplified more than what I originally planned. Possibly to the point of five or six to each category- similar to Counter Strike where each gun is unique based on what it does- the AUG's scope to the FAMAS's burst fire... etc.
Armor, on the other hand, is less cut-and-dry. Likely I'll have armor that spares you lethal damage no more than three times, plus unique armor sets available to each "class".
So far classes are pretty in-the-air and likely to change, but some of the current armor abilities are
Leg Shield: You are always considered "behind cover" for Overwatch (and only Overwatch.)
Augmented Movement System (AMS): Moving across low cover only takes one move point.
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To attack, each player rolls a d6, and gets +1 if they're behind mountable cover.
Assuming one player set up overwatch last turn from behind cover and has it proc while holding a high-accuracy but low-damage assault rifle variant:
Att(5+1 v 3)
Attacker successful
Hit?(7+2) (9/12- controlled burst hit)
Damage (weapon value) and (d8): (3) (7-2) (5/8- chest centered)
The attacking player (who got good rolls across the board) lands a controlled burst (likely five rounds, still working out how gun accuracy works) centered on the enemy player's chest. Given five rounds, a 1d4 is rolled for each- a 1 deviates and a 4 also deviates.
1/3/2/4/1
The defending player takes a bullet in the arm/chest/chest/gut/arm.