So controversially, I um... well, I love Genesys. So far massively impressed with everything I've seen.
On page 231 there are three sample vehicles - a three-masted frigate; a four door sedan, and an air superiority fighter. The idea being that these would be enough of a baseline for you to extrapolate other vehicle stats.
Taking the car as an example, they suggest upping or lowering the stats provides the basis for other types such as sports cars, SUVs etc.
So, I'm going to do just that, and assume others will too so we have a firm resource for players to grab a vehicle by type.
Feedback is always welcome:
Sports Car
SIL: 2 Max Speed: 5 Handling: +2
Def 0 Armour 0 HT 4 SS 8
Control skill: Driving
Complement: 1
Passengers: 1
Consumables : None
Encumberance capacity : 8
Price/rarity: 50,000 - 100,000/5
Weapons: None
Examples: McLaren 650s; Porsche 911; Ferrari 488; Mercedes-Benz AMG GT; Audi R8; Chevrolet Corvette
Variants:
The Grand Tourer - drop handling to +1, Encumberance up to 10, and Passengers: 1 (3 uncomfortably). HT is 5. Examples include: Aston Martin DB11
Hypercar - Handling goes to +3, Encumberance drops to 5, and price/rarity goes to 350,000-500,000/7. System strain goes up to 10. Examples: Ferrari LaFerrari; McLaren 720s; Porsche 918; Bugatti Chiron
The sportscar represents the accessory no modern gentleman/lady spy should be without; and, what no self-respecting, cashed up villain could pass up as a status symbol. The speed 5 accounts for these cars having top speeds of around 300km/h, and acceleration from 0-100km/h in around 3-4 seconds. At that kinds of speeds the damage from collision would be severe, as per the earlier table in the book.
The higher system strain represents that with their on-board computer controlled traction control, racing brakes, racing suspension, and performance engines designed to produce high revs, they can be pushed further than your average sedan.
Muscle Car
SIL: 2 Max Speed: 5 Handling: -2
Def 0 Armour 0 HT 8 SS 5
Control skill: Driving
Complement: 1
Passengers: 4
Consumables : None
Encumberance capacity : 20
Price/rarity: 3,000 - 20,000/3
Weapons: None
Examples: Ford Mustang; Dodge Charger; Dodge Challenger; Chevrolet Camaro
The American staple of the 1960s and 70s, the muscle car took the concept of performance as understood in Europe at the time (speed, since they had very little downforce and thin tyres) and gave it mass market, blue collar appeal. The result was a chassic as gainly and manoeuverable as a refridgerator powered by a rocket engine.
Using only the most antiquated brakes and suspension mechanisms, the muscle car is all about going forward quickly (sometimes, applying more torque than the wheels can handle - sup, Dodge?) and has the higher hull threshold to reflect its robust construction. Best suited to police chases through San Francisco.
Four-wheel drive/sports utility vehicle
SIL: 2 Max Speed: 3 Handling: +0
Def 0 Armour 0 HT 6 SS 8
Control skill: Driving
Complement: 1
Passengers: 4 (6 uncomfortably)
Consumables : 1 week
Encumberance capacity : 40
Price/rarity: 15,000 - 25,000/3
Weapons: None
Special: When driving through any difficult terrain such as bush, jungle, or desert, apply no negative handling modifiers.
Examples: Land Rover Defender , Range Rover, Toyota Landcruiser
Variants
Sports soft-roader - speed goes to 5, HT goes to 4, SS to 6, passengers to 4 only, consumables are none, encumberance to 30 and price/rarity to 50,000-70,000/4. Examples: Porsche Cayenne Turbo, Porsche Macan Turbo; BMW X5M. No special ability.
The SUV is a solid workhorse vehicle for any modern campaign as it's equipped to go offroad; it can carry a large quantity of people and goods internally and externally, and even can fit provisions for an extended period. Its top speed and average handling make it a poor choice for car chases, but its stronger than average hull and system strain reflect a sturdy build quality designed to be pushed a bit as you navigate steep inclines.
The soft-roader represents that curious phenomenon where people of means try to present themselves as weekend outdoor adventurers. The most offroading a Porsche Cayenne will do is usually the carpark at the local shops, or the driveway at the golf club, but that's ok. You're getting this for your group/players because they want to present an image of luxury and refinement, and because it can carry their drones, tactical gear, and a chilled bottle of Bollinger Grand Anee with ease.
The modern motorcycle
SIL: 1 Max Speed: 5 Handling: +1
Def 0 Armour 0 HT 2 SS 5
Control skill: Driving
Complement: 1
Passengers: 0
Consumables : None
Encumberance capacity : 5
Price/rarity: 2,000-8,000 /3
Weapons: None
Examples: Ducati 848 Evo; Triumph Speed Triple; Honda CBR
With no chassis canopy to protect you, the bike is a very vulnerable and exposed means of transport that nonetheless has given us exciting and iconic chases and imagery (the Bride in Kill Bill springs to mind). Affordable performance, too.
And of course...
Aston Martin DB5 (BMT 216A)
SIL: 2 Max Speed: 3 Handling: -1
Def 0 Armour 2 HT 10 SS 10
Control skill: Driving
Complement: 1
Passengers: 1 (3 uncomfortably)
Consumables : None
Encumberance capacity : 15
Price/rarity: Not for sale/10
Weapons:
Twin forward mounted .30cal machine guns (fire arc forward; damage: 1; Critical: 5; Range: [Short]; auto-fire)
Tyre shredding blades (fire arc sides only; damage 1; critical 4; range [engaged]; Pierce 1)
Gadgets:
Oil slick emitter - add +2 setback dice to all handling checks for pursuing vehicles
Smoke screen emitter - add +2 setback dice to all driving checks for pursuing vehicles
Passenger ejector seat
Rotating number plates - Only applicable to 1960s settings. Upgrades the difficulty of any checks made to postively identify the car. Does not apply for modern day (1999 onwards) settings given car's advanced rarity.
Aston Martin DB10 (DB10-AGB)
SIL: 2 Max Speed: 5 Handling: +2
Def 0 Armour 4 HT 10 SS 10
Control skill: Driving
Complement: 1
Passengers: 1
Consumables : None
Encumberance capacity : 10
Price/rarity: Not for sale/10
Weapons:
Twin machine guns (fire arc rear; damage 1; critical 5; range [short]; auto fire; accurate)
Twin flame throwers (fire arc rear; damage 2; critical 5; range [short]; Burn)
Gadgets:
Ejector seat - Allows the driver to eject from the vehicle in the event of an impending crash. The ejection process blows the roof from the car, and equips the driver with a parachute.
Body armour - the advanced composite armour plating withstands small arms fire with ease, displaying no evidence of a round making contact. It is also strong enough to with stand some minor contact damage, such as ramming an Fiat 500 out of the way
HUD - Heads up display assists with targetting the machine guns. Adds the accurate quality to the weapons.
Phone holder - not just for ease of access to 009's iTunes library, it also allows your smart phone to interface with the car's computers and provide real time information to your colleagues.
(For what it's worth, I hated Spectre but I liked the look of the DB10)
Edited by Endersai