I am in the process of adding these items to the TeamUnleashed mod so hopefully we can get that out someday.
The coolest piece of equipment that I have come up with is Power Armour. I created this by adding the following code to a set of regular light armour. At the bottom of the code there is a section for MODE, which looks like:
Mode
Modes RECORD
ListOfMode ARRAY 1
SubMode RECORD
index INT 0 ;"None"
isammo STR "No"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 0
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
To create a set of power armour, you just have to add a new SubMode RECORD that enhances Strength, like so:
Mode
Modes RECORD
ListOfMode ARRAY 1
SubMode RECORD
index INT 0 ;"None"
isammo STR "No"
;melee
PTR 0
;vehicle
PTR 0
;guided
PTR 0
;influencer
PTR 1
Influencer Influencer RECORD
auto BOOL T
area STR "Owner"
damage STR "Friend"
effect INT 12
time FLT 0
strength FLT 2
radius FLT 0
pellets INT 0
skill STR "Strength"
detection STR "<blank>"
rounds INT 0
noise FLT 0
light FLT 0
infra FLT 0
stance STR "All"
animation STR "None"
class STR "Undefined"
isdamage STR "Yes"
use_particle STR "tactical/particles/na-use.pgrp"
aim_particle STR "tactical/particles/na-use.pgrp"
impact_particle STR "tactical/particles/na-use.pgrp"
use_sound STR "share/sound/wavs/equip/use/empty.wav"
sound_volume INT 0
volume_dev INT 0
END_OF_Influencer
END_OF_SubMode
END_OF_ListOfMode
END_OF_Modes
You can see by the BOLD text that I am modifying Strength by 2 in this example. Here is a picture showing the difference. You can see that Power Armour adds to the users Speed and Capacity skills along with the close combat skill.

Now, you can get even crazier and create a suit of Powered Scout Armour that along with being a suit of powered armour, it comes with a built in Personal Cloak and Sound Absorber. This is accomplished by changing the ListOfMode ARRAY 1 to ListOfMode ARRAY 3 and adding the SubMode for the Personal Cloak and Sound Absorber. Here is a picture of the armour with the Cloaks applied. Notice the two different MODES under the armour name.

I have played around with a bunch of the other skills and I have created several new helmets as well. These include the Scout Helmet (add to Observation), the Rifleman's Helmet (add to Rifle skill), the Sniper Helmet (add to Long Range skill) and the Commander's Helmet (add to INT).

Another idea that I made was an Armour-Add-on chip that converts a regular suit of armour into power armour. This is accomplished the same way by adding in the SubMode record that increases Strength. So now Psychophat's awesome Falklands armour can become a suit of POWER ARMOUR....
Just a couple of notes of things that I have tried and failed at. I could not add Perception or Stealth to any of the armours or helmets. I am not sure why they do not work. But most of the other skills can all be modified through this method.
I have created the Powered Scout Armour (light), Powered Combat Armour (light), Powered Assault Armour (Medium) and the Powered Predator Heavy Armour for the mod that I play (when I play, which is not often). I have added the bonuses of +2 for light armour, +3 to medium and +4 to heavy. I am not sure if these are too much and I would like to hear your thoughts on it. I think they are fair modifications.
Let me know what you think.



Mark-II Powered Combat Armour