okay, Carda did his shot, here's my go at it.
Kave Racers must adhere to all guidelines as to construction that have been set forth, however,
melee weapons are allowed to be placed directly on the racer itself.
all kave racers assign stats to their racers by rolling 4d6. they then drop the lowest die, and assign the other three values to speed, thrust, and agility in whatever order they want (i'll go over how important these end up being later).
Racers must all start at the same position of a course, and complete a set number of laps. at the beginning of a round, all players roll a d10 plus their thrust stat. whoever gets the highest total goes first, and all other players go in thrust order.
racers then, at their turn, roll 1d10. this is how many action points they can use. action points can be directly applied to movement (one action point = 1" move), and this number is added to the player's stat for speed to give the total distance moved per turn. however, action points (AP) can also be applied to other things (NOTE: if a 1 is rolled, bad stuff happens. i'll get to it later).
for turning, players must go 1d6 minus their agility stat inches before every 45 degrees of turning. if it looks like they might hit a wall, players may either crash and take negative effects (getting to it), or spend action points to remove 1" off of the turn distance.
excess action points may be spent on attacks, which force bad things to happen to the opponent. for 1 point, players may ram an opposing player's nearby racer to do damage. when doing a ram, sideswipe, or whatever you want to call it, roll 1d6 for each player. losing player has to roll 1d10 on the Ker-kave! table (note: remember all the times i said "bad stuff happens"? well, the same table is used):
1: whoops. kaver explodes. minifig is stranded, and needs to improvise a way to get a new ride.
2-3: massive engine failure. the engine cuts out, and the kaver loses it's stat bonuses until the pilot spends 1d6 action points to fix the problem
4-6: minor engine failure. all stats are halved until the pilot spends 2 action points to fix it.
7-9: smoke cloud: the engine releases a plume of black smoke, blinding the pilot until he fixes it with 2 action points. until then, he cannot turn or fend off attacks.
10: whew! nothing happens!
if a kaver has weapons on it, no matter how many or how sharp, they get +1 to attack rolls in sideswipes. if two players tie, BOTH racers roll on the ker-kave! table.
for more "direct" attacks, racers may also spend action points as individual points if attempting to hijack an enemy racer's ride. racers defend with 1d6: if a racer spends more than the defender's amount of action points in a single attack, he knocks the other guy off his ride, and takes it as his own! however, should he fail, he falls in the dust, pissed off.
if a kaver is dismounted for any reason, it lands on the ground 1d10 inches in front of it's last position.
players may also have different types of personas. though they can't all be covered, your best bet is simply improvising rules on the spot for racer types. EXAMPLE: repairman. repairmen are riders who are very intimate with their rides (giggidy). due to this, they can quickly make adjustments to minimize damage to their rides. whenever they roll on the ker-kave table, they roll twice and use the favored value.
well, tell me what you think!
EDIT: my kave racer. vroom vroom!
