This rule set only applys to Non-Liquid fuels Only. (though liquids could be counted as canisters)
this idea is that vehicles have to burn fuel to accelerate, cruise or preform another function related to it's furnace/reactor/engine.
This means you need a (potentially explosive) fuel source on the vehicle.
a unit of fuel is represented by an ingame token, such a 10units of coal could be a black 1x1brick,or a tank(20units) of petrel could be a 2x1 green brick.
Each vehicle has either 1 or more efficiency rates each related to an action, a score of 1 would burn 1 of a unit, and so on. these efficiency rates could have modifiers depending on the use of the function.
for example;
steam locomotive (see "project wartrain")
Accelerate; 1 * inches-per-turn-acceleration * weigh_of_train(sum of all cars, fudge the number)
cruise; 1/2 * inches move * 1/2 weigh_of_train
idle/decelerate; 1/10 (idling is when it's ready to start accelerating, an engine that isn't idled has to spend a turn warming up)
steam powered cannon
aim; 1
idle; 1/10
Post-apoc tank truck
Accelerate; 2*inches-per-turn-acceleration
cruise; 1*inches moved
fuel bomb; 2
idle; 1+turn number (increase as turns go by due to rusty fuel lines and tank corroding)
These rules may seem OTT but they are to be used in battles where vehicles are major things, where there are less than 4 using the system certainly.
it allows for fuel to be treated as a resource with value and could work well in post apoc battles.


