| Weapon Spikes | 1 | — | 1 | — | Add a one-handed basic melee weapon of light or negligible bulk to your armor to act as weapon spikes at 125% of the cost | SJSRD |
| Infrared Sensors | 1 | 200 | 1 | L | Darkvision 60ft. | SJSRD |
| Radiation Buffer | 1 | 200 | 1 | L | +2 saves vs radiation | SJSRD |
| Enviro-Sensor | 1 | 250 | 1 | — | Automatically activate Environmental Protections when environment changes. | SJSRD |
| Quick-Release Sheath | 1 | 325 | 1 | L | Virtual Quickdraw feat. | SJSRD |
| Descent Thrusters | 1 | 800 | 1 | L | Slowfall | SJSRD |
| Auto-CPR Unit | 2 | 850 | 1 | — | Automatic stabilize when dying. | SJSRD |
| Jump Jets | 2 | 1,000 | 1 | L | Fly 30ft. End on ground or fall. | SJSRD |
| Omnidirectional Camera | 2 | 1,000 | 1 | L | Unflankable | SJSRD |
| Thrower Arms | 2 | 1,000 | 1 | — | +10 range increment for thrown weapons. | SJSRD |
| Quicksuit (Hybrid) | 3 | 1,300 | 1 | — | 1S: Don/Remove armor | SJSRD |
| Hydrojet | 3 | 1,400 | 1 | — | 20ft swim speed or +10 to swim speed. | SJSRD |
| Force Field, Brown | 3 | 1,600 | 2 | L | 10hp force field that fastheals 1, +1 temp hp, and 0% fortification. | SJSRD |
| Remote-Link Module | 4 | 1,750 | 1 | 1 | 1V: Pilot an unmanned powered armor upto its movement; 1F: Powered Armor automatically follows remote at distance of 5-500ft. | SJSRD |
| Hover Field | 4 | 1,800 | 1 | L | Make no tracks; Don’t trigger floor traps. | SJSRD |
| Flashblinders, MK 1 | 4 | 2,000 | 1 | 1 | 1V, 1/r: All in 20ft radius blind (Reflex save DC10+0.5*TechL+Dex mod) | SJSRD |
| Backup Generator | 4 | 2,100 | 1 | 1 | Recharge tech items while moving. | SJSRD |
| Longstrider Module | 4 | 2,200 | 1 | — | +10 to movement. | SJSRD |
| Targeting Computer | 4 | 2,250 | 1 | — | Ignore concealment. | SJSRD |
| Telepathic Dampener (Magic) | 5 | 2,700 | 1 | L | +2 saves vs mind-effecting. | SJSRD |
| Molting Coat Module, Mk 1 | 5 | 2,700 | 1 | L | 1Z, 1/h: +5xMk DR. | SJSRD |
| Electrostatic Field, MK 1 | 5 | 3,000 | 1 | — | Resistance 5 and 1d6 electricity damage melee shield. | SJSRD |
| Jetpack | 5 | 3,100 | 1 | 1 | Fly 30ft. | SJSRD |
| Thermal Capacitor, MK 1 | 5 | 3,600 | 1 | — | Cold and Fire Resistance 5. | SJSRD |
| Tactical Scaffold | 6 | 4,450 | 2 | 2 | Can use a two-handed weapon 1 handed. | SJSRD |
| Endurance Module (Hybrid) | 6 | 4,500 | 1 | — | Ignore fatigue. | SJSRD |
| Force Field, Purple | 6 | 4,550 | 2 | L | 10hp force field that fastheals 2, +5 temp hp, and 0% fortification. | SJSRD |
| Filtered Rebreather | 6 | 4,600 | 1 | 1 | Acid resistance 5; +2 bonus to saves vs poison and disease. | SJSRD |
| Lightwrap Inlay | 6 | 5,000 | 1 | L | 1S: Cast Invisibility (purely technological). | SJSRD |
| Computer Interface | 7 | 6,000 | 1 | L | +1E action | SJSRD |
| Aligned Buffer (Hybrid) | 7 | 6,450 | 1 | L | DR 3/- and Acid, Cold, Electricity, Fire, & Sonic Resistance 3 vs Outsiders. If 1 alignment shift from yours, +2 to the DR and resistances. If 2 shifts, ignore first 5 DR and elemental resistances from Outsider. | SJSRD |
| Absorption Shield (Hybrid) | 7 | 6,500 | 1 | 1 | 1Z, while in an explosion: +150% dmg from explosion; allys take 50% dmg. | SJSRD |
| Ferrofluid Suspension | 7 | 6,500 | 1 | — | Bludgening Resistance 5. | SJSRD |
| Adaptive Defense, Mk 1 (Hybrid) | 7 | 6,500 | 1 | — | When you take acid, cold, electricity, fire, or sonic dmg from an attack, you gain resistance to that energy type equal to 5×Mk. | SJSRD |
| Auto-Injector | 7 | 7,000 | 1 | L | +1 potion compartment; 1V: Autoinject stored potion. | SJSRD |
| Quartz Refractor (Hybrid) | 7 | 7,100 | 1 | L | Laser Resistance 10 | SJSRD |
| Sonic Dampener | 7 | 7,150 | 1 | L | Sonic Resistance 5. | SJSRD |
| Deflective Reinforcement | 7 | 7,500 | 1 | 1 | DR 5/-. | SJSRD |
| Explosive Defense Unit | 8 | 9,000 | 1 | — | +2 Reflex saves vs explosions; Grenade compartment; 1V: Detonate grenade in compartment. You get hole in the middle. | SJSRD |
| Haste Circuit (Magic) | 8 | 9,250 | 1 | L | 1Z, 1 charge: Cast Haste (10 charges). | SJSRD |
| Mindlink Servos, Mk 1 (Hybrid) | 8 | 9,500 | 2 | 2 | 1M: Move 1/4 your movement speed in straight line. | SJSRD |
| Flashblinders, MK 2 | 8 | 10,000 | 1 | 1 | 1V, 1/r: All in 20ft radius blind (Reflex save DC10+0.5*TechL+Dex mod) | SJSRD |
| Grandchild's Cloak, Normal (Hybrid) | 8 | 10,000 | 1 | L | 1V: Invisibility. | SJSRD |
| Force Field, Black | 8 | 10,500 | 2 | L | 10hp force field that fastheals 3, +10 temp hp, and 0% fortification. | SJSRD |
| Electrostatic Field, MK 2 | 9 | 13,000 | 1 | — | Resistance 10 and 2d6 electricity damage melee shield. | SJSRD |
| Forcepack (Hybrid) | 9 | 13,100 | 1 | 1 | Fly 60ft. | SJSRD |
| Medical Interface, Mk 1 (Hybrid) | 9 | 14,000 | 1 | — | 1 turns worth of rest: cure 5hp. | SJSRD |
| Invisibility Detector (Hybrid) | 10 | 17,000 | 1 | — | 1V: Cast See Invisibility 120ft. | SJSRD |
| Adaptive Energy Shield | 10 | 17,500 | 1 | — | When you take acid, cold, electricity, fire, or sonic dmg from an attack, you gain resistance to that energy type equal to 5 for 5 rds. | SJSRD |
| Holodouble Module (Hybrid) | 10 | 18,000 | 1 | — | 1V: Cast Mirror Image | SJSRD |
| Courage Module (Hybrid) | 10 | 18,300 | 1 | — | Ignore Shaken | SJSRD |
| Echolocation Detection Unit | 10 | 19,000 | 1 | — | Blindsense (sound) 30ft. | SJSRD |
| Force Field, White | 10 | 20,000 | 2 | L | 20hp force field that fastheals 4, +15 temp hp, and 0% fortification. | SJSRD |
| Molting Coat Module, Mk 2 | 11 | 23,000 | 1 | L | 1Z, 1/h: +5xMk DR. | SJSRD |
| Magic Resistor, Mk 1 (Magic) | 11 | 23,500 | 1 | 1 | SR = your key ability score modifier (max +4) + LVL. | SJSRD |
| Bodyguard Module (Magic) | 11 | 24,400 | 1 | — | 1Z, 1 Resolve point: When an Ally w/in 30ft also having this module takes 50% dmg and you take difference. | SJSRD |
| Lingual Scrambler (Hybrid) | 12 | 32,800 | 1 | L | Immune language-based effects. | SJSRD |
| Electrostatic Field, MK 3 | 12 | 35,000 | 1 | — | Resistance 15 and 3d6 electricity damage melee shield. | SJSRD |
| Privacy Shield (Magic) | 12 | 35,500 | 1 | L | Nondetection | SJSRD |
| Thermal Capacitor, MK 2 | 12 | 36,250 | 1 | — | Cold and Fire Resistance 10. | SJSRD |
| Neutronium Shell (Hybrid) | 12 | 37,500 | 2 | 1 | Electricity Resistance 10 and Laser/Light-based Resistance 15. | SJSRD |
| Flashblinders, MK 3 | 12 | 38,000 | 1 | 1 | 1V, 1/r: All in 20ft radius blind (Reflex save DC10+0.5*TechL+Dex mod) | SJSRD |
| Force Field, Gray | 12 | 40,000 | 2 | L | 20hp force field that fastheals 5, +20 temp hp, and 0% fortification. | SJSRD |
| Spell Reflector, MK 1 (Magic) | 13 | 47,950 | 1 | 1 | 1Z, 1/d: Reflect a spell of SL=4 or less targetting you back to source. | SJSRD |
| Indomitability Module (Hybrid) | 13 | 50,000 | 1 | — | Ignore Staggered; 1Z, 1/d, 1 Resolve point: Reduce dazed, paralyzed, or stunned to staggered. | SJSRD |
| Teleportation Unit (Hybrid) | 13 | 52,000 | 1 | 1 | 1S, 2/d: Dimension Door self. | SJSRD |
| Life Shield (Magic) | 14 | 64,000 | 1 | — | 1V, 1/r: Death Ward. | SJSRD |
| Fortified Plates, Mk 1 | 14 | 65,500 | 1 | 2 | Fortification 20% | SJSRD |
| Magic Resistor, Mk 2 (Magic) | 14 | 70,000 | 2 | 2 | SR = your key ability score modifier (max +5) + LVL+1. | SJSRD |
| Titan Shield | 14 | 75,000 | 1 | 2 | 1V: Cover on 3 sides. | SJSRD |
| Adaptive Defense, Mk 2 (Hybrid) | 14 | 75,000 | 1 | — | When you take acid, cold, electricity, fire, or sonic dmg from an attack, you gain resistance to that energy type equal to 5×Mk. | SJSRD |
| Force Field, Green | 14 | 80,000 | 2 | L | 20hp force field that fastheals 6, +25 temp hp, and 20% fortification. | SJSRD |
| Medical Interface, Mk 2 (Hybrid) | 15 | 100,000 | 1 | — | 1 turns worth of rest: cure 10hp. | SJSRD |
| Fortified Plates, Mk 2 | 15 | 104,000 | 1 | 2 | Fortification 40% | SJSRD |
| Displacement Field (Hybrid) | 15 | 120,000 | 2 | 1 | 1V: Cast Displacement. | SJSRD |
| Grandchild's Cloak, Greater (Hybrid) | 15 | 120,000 | 1 | L | 1V: Greater Invisibility. | SJSRD |
| Thermal Capacitor, MK 3 | 15 | 120,000 | 1 | — | Cold and Fire Resistance 15. | SJSRD |
| Tandem Translocator | 16 | 151,000 | 1 | L | Bought as set of 2 in 2 diff attuned armors. 1S: Swap positions with another wearing other attuned armor (range=same plane). | SJSRD |
| Fortified Plates, Mk 3 | 16 | 151,000 | 1 | 2 | Fortification 60% | SJSRD |
| Emergency Defense Sphere (Hybrid) | 16 | 162,000 | 1 | L | Automatically triggers a resilient sphere centered on you if you are dying, helpless, paralyzed, or stunned. If dispelled, reups next segment. | SJSRD |
| Flashblinders, MK 4 | 16 | 180,000 | 1 | 1 | 1V, 1/r: All in 20ft radius blind (Reflex save DC10+0.5*TechL+Dex mod) | SJSRD |
| Force Field, Red | 16 | 180,000 | 2 | L | 40hp force field that fastheals 7, +30 temp hp, and 40% fortification. | SJSRD |
| Tandem Vitality | 17 | 216,000 | 1 | L | Bought as set of 2 in 2 diff attuned armors. 1S, 1/d, take N dmg: cure another wearing other attuned armor same amount(range=same plane). | SJSRD |
| Molting Coat Module, Mk 3 | 17 | 225,000 | 1 | L | 1Z, 1/h: +5xMk DR. | SJSRD |
| Magic Resistor, Mk 3 (Magic) | 17 | 240,000 | 2 | 2 | SR = your key ability score modifier (max +6) + LVL+2. | SJSRD |
| Adaptive Defense, Mk 3 (Hybrid) | 17 | 250,000 | 1 | — | When you take acid, cold, electricity, fire, or sonic dmg from an attack, you gain resistance to that energy type equal to 5×Mk. | SJSRD |
| Fortified Plates, Mk 4 | 17 | 262,000 | 1 | 2 | Fortification 80% | SJSRD |
| Force Field, Blue | 17 | 280,000 | 2 | L | 40hp force field that fastheals 8, +35 temp hp, and 60% fortification. | SJSRD |
| Quantum Phasing | 18 | 360,000 | 1 | L | 1Z: 50% miss chance. Immune Blind-Fight feat, blindsense ability, and true seeing spell. Can pass through solid matter. Duration 10rds. | SJSRD |
| Spell Reflector, MK 2 (Magic) | 18 | 360,000 | 1 | 1 | 1Z, 1/d: Reflect a spell of SL=6 or less targetting you back to source. | SJSRD |
| Force Field, Orange | 18 | 400,000 | 2 | L | 40hp force field that fastheals 9, +40 temp hp, and 80% fortification. | SJSRD |
| Fortified Plates, Mk 5 | 19 | 550,000 | 1 | 2 | Fortification 100% | SJSRD |
| Ghostmarch Unit (Magic) | 19 | 590,000 | 1 | 1 | 1Z: Ethereal Jaunt. | SJSRD |
| Medical Interface, Mk 3 (Hybrid) | 19 | 600,000 | 1 | — | 1 turns worth of rest: cure 15hp. | SJSRD |
| Rel-State Contingency | 20 | 800,000 | 2 | 2 | Whenever first time taking dmg or lethal dmg, SEL=6 Phased Out until beginning of your next turn. | SJSRD |
| Magic Resistor, Mk 4 (Magic) | 20 | 800,000 | 2 | 2 | SR = your key ability score modifier (max +7) + LVL+3. | SJSRD |
| Force Field, Prismatic | 20 | 1,000,000 | 2 | L | 100hp force field that fastheals 10, +50 temp hp, and 100% fortification. | |