This is a continuation of a post I made in the Feedback and Suggestions Forum, as well as an email to Marco who suggested I post it here as well. My suggestion is manifold. Firstly, I think we should allow Commandos, Recce Commandos, and Assault Commandos access to any and all Special Weapons (an alternate term could be Light Special Weapons which differentiates them from Heavy Special Weapons such as the Flachette Cannon or Recoiless Rifle which can utilize a loader whereas Light Special Weapons do not). Obviously, the way the game is at the moment, only "Tactical" Commandos have access to one Special Weapon which is the Plasma Projector, while Recce and Assault Commandos have no Special Weapons at all. Secondly, I have developed two additional Special Weapons which - as mentioned above, can be used by any of the aforementioned troop types. The three weapons in total would be the existing Plasma Projector, and the new Smart-Bolt Launcher and Corroder. Everything including names for these are a work-in-progress, and I have made a few tweaks to them since my initial post but I have the design details below for all: Plasma Projector (Existing Weapon) This weapon consists of a hand unit connected to the armour’s back mounted fusion pack. Plasma (super heated water broken down into its component particles) is drawn directly from the power pack into the hand unit. A magnetic field then fires these charged particles in a spray. This wash of plasma has a wide area of fire and does tremendous damage but has limited range. The Plasma Projector is the standard support weapon of the UNE Commandos. WEAPON NAME 		ROF	PB+	PB	S	M	L	X Plasma Projector			2	3	5	10	15	20	25	 Special Rules: Spread-fire Smart-Bolt Launcher The Smart-Bolt Launcher is a medium to long-range weapon which consists of a handheld firing device shaped much like a small grenade launcher. Attached to the firing device, however, is a small display unit which allows the operator to control the slow-moving wired-guided projectile to its target. This allows Commandos to seek out and attack enemies hiding in cover or around corners. ***In Game Info*** The Smart-Bolt Launcher would likely by used more extensively by Recce Commandos as their extra maneuverability allows them to get closer to enemy clusters while remaining out of sight. The bolt is fired like most other basic weapons but can make one turn up to 90 degrees. This allows the firer to hit a target hiding behind a corner, behind other models, or any other object. It's essentially a Blaster which can be fired around corners or other obstructions. WEAPON NAME 		ROF	PB+	PB	S	M	L	X Smart-Bolt Launcher		1	-	5	15	25	35	45 Special Rules: Active Targeting (The weapon's base Hit Number remains 4+ regardless of range. All other modifiers to hit apply. The Smart-Bolt can also make one turn up to 90 degrees to target enemy models hiding behind corners or items of cover. This represents the fact that the firing model is able to direct the bolt using the launcher's display and control screen). Hyper-Corroder This weapon consists of a containment tank, hoses, and a firing unit which projects a high-pressure gout of highly-volatile adhesive gel. This deadly concoction can melt or corrode even the more hardest of metals or composite materials. Additionally, the gel has the ability to pool, creating deadly puddles which can prevent enemy units from advancing - at least until the substance dissipates or melts into the floor itself. ***In Game Info*** The Hyper-Corroder would likely be used more by Assault Commandos as it is a short range weapon which can destroy obstructions and items which provide cover to enemy units - as well as the enemy units themselves. The weapon can also be used to spray floors to create small pools of the liquid which will damage units on top of them for up to one turn after firing (a token may be used to represent floor tiles covered with the liquid).
WEAPON NAME 		ROF	PB+	PB	S	M	L	X Hyper-Corroder			1	3	5	10	15	20	25	 Special Rules: Continuous Effect - 1 round (When this weapon is fired, regardless of whether it hits its intended target or not, place a token on the targeted square. Any model which moves through or ends it's turn on that square is Hit on a 4+. The token is removed after one round. So those are my ideas for Special Weapons at the moment. Working on game mechanics is NOT my strong suit, so if anyone has any comments, criticisms, or alternate suggestions, do not hesitate to post!