Well, any who, i've come up with some ideas as for how "special weapons", or heavy weapons would work.
2 space attack range
at 1 unit space
at 2 units
at 3 units
you basically get a one dice penalty for each unit space beyond 1 when you attack, making 3 unit spaces it's effective range
for two shotguns/double shotgun attack
requires an ammo pack that takes up one system in order to attack more than once with the weapon, otherwise one shot and you're done
determines attack roll
grenade moves x distance, where x is the range roll minus 1, and does full roll attack on that spot
the area of effect is one spot to either side or diagonally, and receives half of that roll rounded down.
for two grenade launchers
requires an ammo reservoir that takes up one system in order to attack, no attack without this.
attack area looks like so (o's are empty unit spaces, x is unit, f's are full roll areas, h's are half roll areas);
so, attack area is effectively a t shape
the two unit spaces directly in front of the unit get full roll, and the spaces adjacent to the first effected area receive half roll rounded down
the damage over time is translated into a defense penalty for the units effected (flames melt metal, etc.)
on the first turn after the attack, the units effected receive a -2 penalty to their roll and additional -2 for each defense system they have (this is calculated individually)
the next turn the penalty goes down to -1 base and -1 for each defense system
at the third turn, the penalties are gone.
Penalties come into effect after the attack is resolved.
for two flame throwers, and double the damage over time effect.
edit 6/18/20212; changed damage to roll. Changed spaces to "unit spaces" (unit spaces are the ruler units which you move on your move roll, attacking, etc). Changed some dice values.