Each augmentation comes with a rule twist. Settle with your opponents before playing if you wanna comply to these twists or not. You can take cover behind virtual objects.
Fog The fog get more dens.
Only 0 Distance/close combat attack.
Peacetime Spreading the love.
Ask the Splattercards for one more round of peace.
Minefield Heavier mines.
Draw 6 Splattercards insted of 5 if they explode.
Force field Electromagnetic field.
No mechanical weapons can be used inside the Force field.
Barbed wire Dobbel reinforced.
Draw splattercards until the first two damages of 1, 2 or 3.
Secret door Not so secret anymore.
Works both ways.
Lazarette The Lazarette got expaned.
Anyone inside 1 cardlegth radius from the center of the card can heal.
Oil Barrel Extra flamable substance.
To hit: Draw a splattercard. Only ‘Action damage’ hits the Oil barrel if you are moving in your turn. You hit the Oil barrel with ‘Full damage’ if you stand still!
If a Jam: Your weapon Jams or you miss. See Jam on your weapon.
If a Miss: You miss.
Gas Surf the gas. Flipp a Splattercard and move your HERO and the Gas, in any direction, the distance indicated on that card.
Relokate Gas after use.
If the Gas is moved into contact with another HERO: Repeat the card’s effect.
Trap Trap that!
Give the Trap to your nearest opponent when you are free. Now he/she is trapped and have to ask the Splattercards ‘Do I escape’? If NO: See the card.
Cannon Not so stationary anymore.
Can be moved by all playes with -1 to movement.