I'm going to be running some gorkamorka games in the new year, we've played it once and found a few things that we thought needed tweaking - namely krak bomms being overpowered and the combat being a bit difficult once someone gets too good.
I'm of the opinion that the combat thing is just about tactics (if he's good in combat, shoot 'im). the krak bomms probably need downgrading to D3 hits on vehicles.
So has anyone made some more balanced rules for gorkamorka, and are there any good balanced additions for it? I was wanting to introduce burnas and burna kannisters, which were going to be a thrown bomm which you then roll a scatter dice for once the final position has been determined - it then either explodes with a small blast on a hit or fires the flamer template in the direction of the arrow, with strength etc like a frag bomm.
The flamer I wanted to be like a skorcha, but only S3 - runs out of ammo on a 4+ and if the wearer goes down due to shooting, the tank explodes like a frag bomm on a 4+.
I'd also like to introduce upgrades to peoples forts - Thinking that people start with a building and some barricades, which slow down infantry but aren't proper walls. people can then introduce more buildings, proper walls, and weapons which are mounted on the buildings. The mines can also be upgraded to produce more scrap (and subsequently make cave-ins more likely). Just generally make it more involving than just the mob itself - it's your fort, your mine. maybe even add buildings that do things, like a mekshop that can improve vehicles (have to have 2 meks to use one), drinkin' halls to make your mob less likely to bottle out. that sorta thing.