I tried to come up with some generics.
Light power armour: quite heavy for infantry armour, but not completely immune to small arms.
- Off: Slowly recharges, very unwieldy both to senses and motion.
- On: Quickly discharges, User is slightly stronger and faster, and has various warning signals to alert the user to infrared contacts, impacts to the armour, vocalisations and various other things to improve awareness and reactions.
Heavy armour that can be worn at all times, and activated during combat for high performance.
Heavy Power Armour: Largely immune to small arms, has sensors to track friendly targets and alert to likely hostile targets, greatly enhances strength and resistance to recoil. Only operates for a few minutes without external power, otherwise unusable.
All-terrain Generator: An energy generator on a three-sided sled with armour and shock-absorbers enough to resist most environmental damage with a winch to lift it to anywhere it can't slide to.
- Sealed: Operates for a few days, slightly more resilient.
- Open: Operates for a few hours every time a fresh fuel pod is inserted. Fuel pods are carried separately.
- Environmental: Operates when it wants to, stores a half-hour's power supply if allowed to recharge. Has some vulnerable ports and surfaces that need to be uncovered for it to operate.
Ammunition factory: Backpack unit that converts organic matter and metal into ammunition.
Hand Grenades:
- Flash: sensory overload, for stunning
- Frag: Injures, for damage in the open.
- Fry: High temperatures create a brief atmospheric hazard, for area denial or damaging something with air-intake.
- Fuel(-air): creates a shockwave to liquefy thongs things in an enclosed space, for damage in confines spaces.
- Feign: Creates suspicious sounds, such as soft footsteps, disturbed vegetation... to attract attention without being too obvious.
- Fake: Like frag, but appears to be disarmed and only arms after coming to rest, and is on a highly sensitive motion trigger, for waiting until someone tries to secure the area, throw it back, or steps on it to explode.
- Fudge: Sprays foaming paint over a region to blind optical and thermal sensors and potentially auditory sensors, for blinding something when blowing it up doesn't seem practical.
- Fail: Disperses an incendiary mist that tends to ignite if weapons are used in the area, For instant traps, mostly against pursuers.
Pnanocea: Nanobots that fix any and all injuries. Single-use and expensive.
- Cynical: Doesn't fix brain damage or cybernetics. Might not work in absence of a pulse and breathing if the G.M. likes the sound of that.
- Cyber: Completely repair and restore registered augments to factory settings.
- Cranial: Restore brain to most recent scan. Includes a brain scanner to keep your scan up to date!
Fight Juice!: Stimulants, pain-killers, oxygen conveyors, enzymes to break down chemicals from overwork and recharge nerves, and some "mood enhancers" to help you deal with exploding friends and the pleas of your enemies. Everything you need in order to be the perfect soldier is just an injection away! side-effects include hangover, nausea, death, megalomania, hair loss, zombification, punching Cthulhu, teabagging, double-death, fear of clowns, fire breath, becoming bright red with your veins showing, ear worms, halitosis, one-liners, karaoke, self-narration, finding a xenomorph's phone-number in your back-pocket, spontaneous mutation, small-print vision...