Gonna be playing some objective room games this weekend and I just wanted to make sure of some things. So as far I can tell there is 3 ways to open the gates into the armory. 1. Use a specialist to pass a wip check in base to base with the gate. Once they succeed all 4 gates completely open. 2. A hacker with a hacking device using the lock picker program in base to base with a gate. Once they succeed only that gate then opens up while the others remain closed. 3. The gate is blown open with an anti-material weapon or d-charge. The gate then gets a destroyed marker which means line of fire cant be drawn through it and to cross it and enter or exit the room you have to spend a short movement skill. The other gates still remain closed. Are there any other ways and do I have these correct?
@atomicfryingpan So apparently if you blow open a gate, it's open, no rough terrain, no blocking LoF, it's just gone. If you blow a hole in the wall it's as you say. The wording in the rules is unclear on this point imo, that's how @ijw clarified it and it seems to work ok. I believe it was outlined in the FAQ as well.
Q: When an Access Scenery Item (a door, for example) enters Destroyed state, is the access point blocked, open or something else? A: The Access point is considered open.
You may also use Anti-Material weapons on the Outer Walls. If you manage to reduce their Structure below 0, you will create a Narrow Access Point at the target point of the attack. Other than that, I believe you have identified all the ways to breach the Armory.
Yeah, it was very frustrating to discover that Assault hacking devices don't have Lockpicker, so an AHD opens all 4 doors to the Objective Room. Why on earth is the hacking device given to all sneaky units (SKs, and camo+infiltrating types) missing a way to quietly open just one door?!? Related, why doesn't Mono, which can slice a TAG in half, have the ability to slice through a door or wall with the Antimateriel trait?