Here is the current draft of the Heavy Weapon Teams rules.
Expect rules here soon for Ninjas, Vulcans, and Engineers.
Posted drafts are likely to flex a little bit as discussion continues on the Ogre forums.
Heavy Weapons Teams – Draft of 10-9-2013
3.02.2 Heavy Weapons Teams (HWT). Specialist infantry. An infantry squad armed with portable one-shot missiles or cannon. Each Heavy Weapons Team may make a single "heavy weapon attack" at 3 Attack Strength and Range 4. Once this attack is made, flip the counter to its "Fired" side. The heavy weapon may not be fired while mounted (5.11.1) or on the turn the Heavy Weapons Team dismounts (this is an exception to 5.11.3). The heavy weapon attack does not double in overruns.
A Heavy Weapons Team has an inherent 1 Attack at Range 1, which can be used both before and after firing the heavy weapon. Treat this like a regular infantry attack. This inherent attack cannot be used in any Fire Phase or overrun fire round where the heavy weapon attack is used.
Heavy Weapons Teams are deployed in special scenarios. Players can mutually agree to allow Heavy Weapons Teams in other scenarios, by trading regular infantry for Heavy Weapons Teams at a 2 to 1 ratio. As specialist infantry, Heavy Weapons Teams are worth double VPs.