Vehicle Devices     Vehicle devices are analogous to the devices used by tech-savvy characters. Unlike character devices, they cannot receive additions or be modified in the vehicle; different vehicles simply have different selections of devices. Vehicle devices are considered separately from vehicle weapons, but both will draw from the same charge generation provided by the vehicle's volatite generator (if applicable).
    Some vehicle devices are autonomous and do not require crew control, such as kinetic shields. All other vehicle devices are operated by the vehicle's commander, and all vehicles with such devices require a commander. Vehicle devices do not have technology competence requirements themselves, but vehicles with many devices list a competence requirement for the commander. If the commander lacks the required competence, the vehicle's non-autonomous devices cannot be used.
    Vehicle devices cannot be extracted from the vehicle and used outside of it, nor can they be swapped out for other devices. Their prices and weights are therefore included in that of the vehicle.

Vehicle Kinetic ShieldAutonomous (see notes)
    This device follows the same rules as the Kinetic Shield Adamantology device, but it is sufficient to protect the entire vehicle from kinetic ranged attacks when powered. It can hold a maximum of 40 charge, which will be lost only when expended by a major impact. Charge can be moved from the vehicle's charge generation to the kinetic shield as a free action. The device is not effective against attacks originating from inside the vehicle (or through an open hatch).
    This device can be operated by the commander, or set to autonomous mode. In autonomous mode (or in vehicles without a commander), the device can only be recharged when the vehicle is shut down. If installed on a vehicle without charge generation, it can be charged with volatite crystals manually when the vehicle is shut down.
    Flying vehicles do not take damage from large kinetic shield impacts like flying characters do.

Seer Array I Autonomous
    This device provides shadow vision to all vehicle crew members, allowing them to see in any Low Light condition as if it were Medium Light. Crew members are also immune to blinding from any bright light that originates outside the vehicle.

Seer Array II Autonomous
    This device provides all the benefits of Seer Array I, but also provides thermal vision to all crew members; use the rules for a Thermal Vision crystallurgy device with 2 size increases. Extreme range land vehicle stealth has no effect against a vehicle with this device.

VS-1 Techshield    This device projects a visible, glowing shell approximately 1 foot outside the vehicle, and provides it with medium-precision energy shielding. As a free action on the vehicle's turn, it may spend charge to create shielding points in the shield; each 1 charge creates 20 shielding points, and the maximum shielding points that can exist in the shield is 200. The shield opposes all eligible energy attacks against the vehicle, and cannot be set to ignore any attack while it is active.
    Unused shielding points expire 5 minutes after they are created. Shielding points cannot be converted back into charge, nor can shielding points be added outside of the vehicle's turn. The shield may be turned off (wasting all current shielding points) as a free action.
    Due to the prioritization of defense against explosive effects in the development of Alacrian techshields, this device's shielding points are doubly effective against blast damage (that is, 1 shielding point will remove 2 blast damage).
    For as long as the shield is active and has at least 1 shielding point, it is visible and counts as a moderate light source.

VS-2 Techshield    This device follows the same rules as the VS-1 Techshield, except that its maximum shielding points is 350.

VSS Techshield    This device follows the same rules as the VS-1 Techshield, except that its maximum shielding points is 500.

Fire Control Computer    This device consumes no charge, but allows a land vehicle to attack at extreme range as a non-slowing action. It also provides a +TN of 10 in the INT roll to aim at extreme range.

Seeker Eye Up    This device allows the vehicle to lock seekers on aircraft.

Seeker Eye Down    This device allows the vehicle to lock seekers on land vehicles.

Seeker Barrage Computer    This device allows the vehicle to fire up to 4 seekers in a single attack, rather than 1.

Seeker Blinder    This device protects the vehicle against locked-on seekers. When a seeker is fired, the vehicle's commander may roll d20 on INT; if successful, the seeker loses its lock and misses. This device has no effect on other weapons, including seekers fired without locking on.

Anti-Aircraft Scanner    When attacking aircraft, this device allows a land vehicle to treat the aircraft as having one less Speed Class for the purpose of determining how much Hindrance is added to the offense roll. It also allows it to attack an aircraft that is about to strafe on its next turn, in addition to the attacks normally possible on an aircraft that strafed on its last turn. This rule also applies to firing seekers (if the vehicle also has a Seeker Eye Up device).

Energy Reactive Armor    Whenever a vehicle with this device would be harmed by explosive blast damage or a ranged attack consisting entirely of energy damage (that is, the damage is not shielded and has sufficient drive to harm the vehicle), its armor reacts automatically and violently, doubling its own armor range against that incident of damage.
    When the armor reacts, it is physically damaged; its normal armor range is not reduced, but it has a 25% chance of failing to react to future incidents of damage. Every time it reacts, this percentage chance increases by another 25. Reactive armor can only be repaired at a city forge; this costs an amount of coin equal to the first number of the vehicle's normal armor range for every time the armor has reacted. Vehicles with separate frontal and normal armor ranges do not track separate reactions for frontal and normal armor (though either armor range can be doubled by the reaction).
    With the exception of explosive blast impact damage, reactive armor cannot react to any damage that would not be shieldable by medium-precision energy shielding.