These are just a few examples of how to write stunts for tech. Feel free to use these or use these as guidelines for your own creations.
Cost: 1 Refresh
Function: Mimic fibers that blend the coloration of the wearer into their surroundings.
Flaw: Doesn’t cope well with quick movements.
The Walls Have Eyes: Pay one Fate to place the wearer into a scene already in progress. The GM might veto this if it’s not possible for the wearer to have be in location no matter how well hidden (on another planet or another time, for example).
Hard Target: The wearer counts as one zone farther away from all attacks made with a ranged weapon.
Cost: 1 Refresh.
Function: Interlocking plates connected with memory wire.
Flaw: Locks hand and wrist into a rigid strut.
Spray and Slay: Wearer is able to suppress the normal recoil associated with fully automatic weapon discharge and place more accurate fire downrange when doing so.
Iron Grip: Basic weapons and pistols that normally require two hands to fire properly can be used in one hand.
Mezoa Pattern Meltagun
Cost: 1 Refresh.
Function: Devastatingly intense blasts of heat.
Flaw: Short range and backpack fuel canister.
Anti-Armor: Ignores protection from most armor types, including vehicle armor.
Boarding Tactics: By melting bulkheads and plasteel barriers you cut a path through to a nearby, but otherwise non-adjacent zone and your current zone.
Xeno Filament Grenade
Cost: 1 Refresh (2 grenades)
Function: Compressed segments of monomolecular wire that expand into a deadly cloud of razor-sharp filaments on detonation.
Flaw: Exotic, alien technology.
Slice Through Flesh and Bone: Unarmored targets into the blast radius are sliced to ribbons. They cannot take stress to mitigate the attack.
Cost: 1 or 2 Refresh.
Function: Fully body protection with little or no restriction to mobility.
Flaw: Tailored to wearer.
Protected from Harm: Absorb one shift from any physical attack before taking stress or consequences. You can pay two (2) Refresh to increase the Shifts absorbed to two (2).
Choice of Assassins: Casual scrutiny will not reveal the wearer to be armored at all, making the bodyglove the preferred choice for those who wish to remain discretely protected. Many are simply worn beneath normal clothing.
Cost: 1 or 2 Refresh
Function: Ablative and impact absorbent.
Flaw: Solid hits from high impact weapons can generally negate it.
Good Enough for Millions of Imperial Guardsmen: Lightweight, cheap to produce, and dependable in most combat environments. The Shifts of physical attacks on the wearer cannot exceed four (4). You can pay two (2) Refresh to upgrade to Carapace Armor, which reduces the maximum Shifts the wearer will sustain to three (3).