Augments

Argumentation is new feature introduced in SAS: Zombie Assault 4. When you retrieve a armor or weapon, it comes with 0~3 argument slots with 1~10 levels. Sometimes, the weapon/armor comes with already applied argument. You can only do 1 type of argument on the armor or weapon(you cannot have 2 same arguments on different slots of the same piece). The cost for argumentation can change through weapon level, different argument, and the level of the argumentation.

Arguments
Weapons: Armors:
 * Deadly (+10% damage/level)-all weapons
 * Overclocked (+10% rps/level)-all weapons
 * Piercing(+10% pierce/level)-all weapons
 * Enlarged(+?% blast radius/level)-all explosive weapons
 * Tenacious(+10% damage over time/level)-all thermal/toxic weapons
 * Capacity(+20% clip size/level)-all weapons
 * Pinpoint(+2%, +1%crit chance/level)-all weapons
 * Adaptive(+4% resistance ignorance/level)-all weapons
 * Race Modded(-?% reload time/level)-all weapons
 * Biosynthesis(+3hp per kill/level)-all weapons
 * Skeletonized(-5% movement penalty/level)-all weapons
 * Fortified(increased physical resistance)-all armors
 * Heat Resistance(increased heat resistance)-all armors
 * Hazchem(increased toxic/acid resistance)-all armors
 * Energised(+2.5% max. energy/level)-all armors
 * Body Fueling(+2.5% max. hp/level)-all armors
 * Tissue Repair(+2hp per sec/level)-vest
 * Revitalising(+2.5[the in-game description do not show decimals, but it is] energy per sec/level)-all armor except vest
 * Resuscitating(+5% revive speed/level)-vest
 * CQC Enhanced(+? damage for every melee hit/level)-vest
 * Machine Assisted(+1% movement speed/level)-lower body armor