-Reduce the amount of weapons to 2
-Reduce the amount of rerolls to 2
-Reduce the amount of Special to 2
NOOOOOOOOOOOO
What I think you should do is set up a
very basic framework along the lines of 'you have a chair on wheels, every turn you race for d6 tiles' and allow players to add whatever they want, separated into items, parameters, actions and passive abilities. Every item has
only a 'health' parameter. Weapons count as simple items, firing them counts as an action, ammo counts as a parameter. Also, every ability, action and parameter is bound to some item (or, optionally, several ones). If you destroy that item, the bound things become unusable. Items can also be optionally bound to other items, getting disabled if the main item is destroyed (though I will make the bound item better to make up for that). For example, how the current necessary components will be expressed in such a system:
Items:
- Stick an engine onto your chair: every turn you race for an additional <roll/3> tiles;
- Make your engine use fuel: every turn you race for an additional <roll*2/3> tiles (also adds 'fuel' parameter, which is bound to engine);
- Armor: damage to your every component is reduced by <roll>;
- Crew quarters: adds a 'crew' parameter, which allows additional actions, too lazy to describe in more detail;
Actions:
- Search for fuel: you get <roll/3> fuel;
- Repair: chosen component is repaired for <roll/3> damage;
Players may discard
all of the above and instead use something like the following:
Items:
- Add a shrine: allows praying, also adds 'faith' parameter, which is bound to the shrine;
- Ask for blessing of N power: your faith is lowered by N, you race for an addition N/6 tiles that turn, ability is bound to the shrine;
- Smite: your faith is lowered by N, target component of the target enemy is damaged by N/6, ability is bound to the shrine;
Actions:
- Pray: increase your faith by <roll>, bound to the shrine;
Or even further alternately:
Items:
- A capacitor: adds an 'energy' parameter;
- A kennel: adds a 'war dogs' parameter;
- A Tesla Cannon;
- A shield;
Actions:
- Charge: raises energy by <roll>, bound to the capacitor;
- Harness a dog: you lose one dog, your every racing action is improved by 1, you gain an item 'harnessed dog' (which can be attacked), bound to the kennel;
- Send the dogs: target player's (who must be within 4 tiles) rolls are lowered somehow, too lazy to think, you lose N dogs, bound to the kennel;
- Fire the cannon using N energy: target player within 6 tiles gets the chosen component damaged by N/4;
- Activate/deactivate the shield: if activated, every incoming attack is lowered by <roll/2> and takes the same amount of energy, if deactivated, allows the 'autocharge' ability to be used; Bound to the shield, obviously;
Abilities:
- Autocharge: every attack increases your energy parameter by the amount of damage done, bound to the shield and the capacitor.
And so forth, and so forth. If you don't want to use this system, may I host a game with it myself?