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Zero Company Builds

Database · 3 named so far

Zero Company Weapon Mods

Mods are fitted in the Armory and moved freely between weapons between missions. There are four attachment categories and a weapon holds one mod from each. What nobody outside Bit Reactor has is the full list of mods, and this page is short because of it.

A Weapon Mod alters a weapon’s stats and can add an effect of its own. There are four attachment categories — Barrel, Cell, Scope and Stabilizer — and one mod from each can be fitted at once. A weapon starts with a single Modification Slot and reaches four over a campaign. Three mods have been named by a bylined source so far, and only two of those come with an effect attached.

This list is short on purpose

Longer Weapon Mod lists are circulating, and they come from fan wikis. This site treats unbylined wiki material as a research lead and never as a citation — a rule that earned itself on 28 August, when the wiki prompting an investigation turned out to misreport the rank structure of three separate abilities. A mod that only a wiki has named is a question below, not a row above.

So the honest summary is: the mod system is well evidenced and the mod list is barely started. If you have a mod in your own game that is not here, it is almost certainly real and simply unpublished by anyone who signs their work.

The four attachment categories

Two launch-week guides name the same four independently, and one states the rule that makes them matter: one mod from each category can be equipped at the same time, so a fully upgraded weapon carries four mods that cannot compete for the same slot.[2]

Barrel

Named as one of the four. No mod has been published as occupying it.

Cell

Named as one of the four. No mod has been published as occupying it.

Scope

Named as one of the four. Nothing states that a Scope mod affects accuracy — that is the obvious reading and it is not evidenced, so this site does not print it.

Stabilizer

Named as one of the four. One mod carries the word in its name, which is not the same as a source assigning it the slot.

The mods that have been named

Hypercharge Capacitor

Retail-reportedSuperior

Increases damage by 5 on the first attack of each combat. It is a per-fight bonus rather than a per-turn one, so it pays out once however long the battle runs.

What it is for: The clearest example of why a mod is a build decision rather than an upgrade. Five damage is a large flat bonus — a Pistol's whole base damage is 6 — and it lands exactly once per fight, which means it is worth the most on the largest single attack the squad can make on turn one. That is a Longarm at 12 base and +12 critical, not a Pistol firing three times. It is the opposite of the Ion Modulator's logic, and the two together are the argument for modelling mods at all: the same slot rewards opposite weapons depending on what is fitted.

Slot · Unpublished. No source assigns this mod to one of the four categories, and its name is not a source.

The only mod anywhere with a bylined source, a stated rarity and a complete effect, which is why it is first in the file. A second entry was proposed for this pass and refused: a "Hypercharge Capacitor II", Uncommon rarity, +3 Blaster Damage on the first turn of each combat. It appears on a fan wiki's item index and nowhere else. Appendix B.1 makes tier-5 material a research lead and never a citation, `npm run test:evidence` requires every claim to cite a registered source, and no wiki is registered here — so it is the third unknown on this record rather than a second record. That is not a judgement that it is wrong. It is plausible, and a rarity ladder on the same mod would explain both entries neatly. It is a judgement that this site does not publish a statistic on a wiki's authority, and the 2026-08-28 ability pass is the reason the rule is held rather than bent: the wiki that prompted it was caught placing Rocket Strike's rank-five damage at rank one.

Ion Modulator

Retail-reported

Deals increased damage against ray shields — the Droideka's regenerating shield being the case it is named for. That shield restores 46 points each round and drops only while the unit is moving, so the counter is sustained damage rather than one large hit.

What it is for: The first mod anyone has published with a tactical purpose rather than a stat line, and the reasoning that comes with it is the reasoning the Squad Builder needs. Fit it to a Blaster Pistol, because the Pistol costs 1 AP a shot and fires three times a turn — three applications of an anti-shield bonus against a shield that regenerates 46 a round beats one. It is the exact inverse of the Hypercharge Capacitor's logic, which wants the biggest single hit. A squad expecting droids wants this and a Droid Popper; a squad expecting Outlaws wants neither.

Slot · Unpublished. No source assigns this mod to one of the four categories, and its name is not a source.

Single-source, and the source could not be retrieved in full — its locator records the passage as it surfaced through search rather than as read on the page, and that limitation belongs here rather than only in the source file. Everything on this record should be read as one outlet's guidance, once removed. It is entered anyway, and the reason is the third unknown. "Increased damage against ray shields" is specific enough to be wrong, and the fitting advice that comes with it — put it on a Pistol, because the Pistol attacks repeatedly — is a claim about the interaction of two things this database already holds independently: the Pistol's 1 AP a shot, and the shield's regeneration. A claim that coheres with evidence gathered elsewhere is worth more than a claim that merely appears somewhere.

Type-K Ergonomic Stabilizer

Retail-reported

No effect has been published. It is named once, as an example of what a mod looks like, and nothing else is stated about it.

What it is for: Nothing can be said about how to build with it, and that is the entry. It is here because the name is real and bylined, so a reader who has seen it in their own game finds this site rather than a wiki — and finds an honest blank rather than an invented stat line.

Slot · Unpublished. No source assigns this mod to one of the four categories, and its name is not a source.

A deliberately empty record, and the one most likely to be mistaken for an oversight. Blueprint 5.3 keeps thin pages out; this is not a page of its own, it is a row in a table whose whole purpose is to say what is known and what is not. Deleting it would make the table look more complete than the evidence is, which is the failure this file's header exists to prevent. `slotCategory` is unset on purpose. The name contains the word Stabilizer and that is not a source.

What is confirmed about the mod system

  • Each weapon has a set number of Modification Slots, and that number can be increased over the campaign.[1]
  • There are four Weapon Mod categories — Barrel, Cell, Scope and Stabilizer — and one mod from each can be equipped at the same time.[2]
  • A weapon starts with one Modification Slot and reaches four: one from the Den's Additional Weapon Mod Slot node, one from the Zone Forn Tier 3 reward, and one from the Underworld Intel Operation — where it is mutually exclusive with the extra Utility slot.[2]
  • Mods are acquired mainly from the Black Market, and also from Operations, Missions, Zone rewards and Den facility upgrades.[2]
  • Weapon Mods alter a weapon's stats and can apply distinct effects of their own.[1]
  • Mods are swapped freely between missions rather than consumed on fitting, and a fitted mod is visible on the weapon model.[2]
  • At least four Weapon Mods can be equipped to a single weapon at once — a pre-release trophy requires it. Whether four is the cap is not stated.[2]
  • Weapon Mods are bought from the Black Market with Credits, and are also rewarded by Operations and Tactical Missions.[1]
  • Weapon Mods and Utilities are shifted between Operators in the pre-mission preparation screen, so one good mod equips whoever is being fielded rather than being tied to whoever earned it.[2]

How the system works, at length, is in the Weapon Mods guide. Which weapon to fit them to is on the weapons page.

Still unverified

The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed at.

  • The complete mod list. Three named by a bylined source is not a list, and this page says so at the top rather than implying otherwise by omission.
  • Which category any named mod occupies. Not one has been assigned to a Barrel, Cell, Scope or Stabilizer slot by a source.
  • Whether a Scope mod affects accuracy, a Barrel mod affects damage, and so on. The categories are named and their meanings are not stated.
  • Whether a rarity ladder runs through the same mod. A second Hypercharge Capacitor with a numeral and a smaller bonus is circulating on a fan wiki, which is a lead to check rather than a fact to publish.
  • How mods interact with a Repeater, whose damage is not a fixed figure.
  • Whether mod effects stack when two mods do similar things.
  • The mod applying stacking Burning on hit that a previewer described in August. An item with that exact behaviour is now named — the Wildfire Modulator — and the one source naming it files it under Utilities rather than mods.

Sources

  • All Star Wars Zero Company Weapons, Mods, & Upgrades

    Hack the Minotaur · Tier 3 — Retail review · accessed 29 August 2026

    Supports: The same four Modification Slot categories as retail-thegamer-mods, independently: Barrel, Cell, Scope and Stabilizer. "Individual weapons start with a set number of these slots, and slot counts can be increased through upgrades over the course of the campaign, reaching at least four slots on a single weapon." One mod named with a full effect: Hypercharge Capacitor, Superior rarity, which "increases damage by 5 on the first attack of each combat", recommended on a Longarm. No slot category is given for it. Bylined Hack The Minotaur, updated 2026-08-26

  • How to beat the Droideka in Star Wars Zero Company

    GamesRadar+ · Tier 3 — Retail review · accessed 29 August 2026

    Supports: Droideka counters: concentrated fire, because the ray shield regenerates 46 shield health per round and goes down when the unit moves, which Overwatch punishes; and "anti-Droid weapons and mods, including the Droid Popper grenade and Ion Modulator weapon mods which are specifically designed to do increased damage to ray shields". On fitting: "If you get the Ion Modulator, equip it on a Blaster Pistol so you can use it multiple times per turn." Also names the Concussion Grenade and Kabb Uppercut's punch as ways to force the droid to move. The article body could not be retrieved by this site — gamesradar.com returned truncated content to an automated fetch — so this locator records the passage as surfaced through search rather than as read on the page, and the records citing it name that limitation.

  • Star Wars Zero Company: Complete Guide To Weapon Mods

    TheGamer · Tier 3 — Retail review · accessed 29 August 2026

    Supports: "four weapon mod categories" — Barrel, Cell, Scope and Stabilizer — with one mod from each equippable simultaneously. Weapons start with one Modification Slot and reach four, through the Den's "Additional Weapon Mod Slot node" (costing thousands of Credits), the Zone Forn Tier 3 Reward, and the Underworld Intel Choice Operation's Modification Attachment option — the last being mutually exclusive with the Utility Slot choice. Acquisition: "Your main avenue for amassing more weapon mods will be purchasing them from the black market", alongside Operations, Missions, Zone Rewards and Den facility upgrades. One mod is named in passing and not described: "Type-K Ergonomic Stabilizer". Bylined Collin MacGregor, published 2026-08-27

  • Lead Zero Company To Victory on August 27

    Electronic Arts · Tier 1 — Official · accessed 6 August 2026

    Supports: Operator introductions; 3 Action Points per turn; Advantage caps at 10; the eight Specializations; Bonds in the Personnel Facility; Hawks' species options

  • I played 54 hours of Star Wars Zero Company

    Dantics · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 5:26–11:55 — an injury is taken only on being reduced to zero health; normal, hard and expert named, plus an Ironman-style toggle; crisis operations; weapon mods slotted freely before missions; a second Specialization after cycle 18; every Bond level granting Focus Points and one of three joint training bonuses; the Sharpshooter's unmissable shot and the Soldier's rocket barrage

  • Zero Company full character creation

    RuthlessNightsister · Tier 3 — Hands-on preview · accessed 11 August 2026

    Supports: 1:07–14:15 — the creator's full species list including Rodian; per-species options; ten Custom Operator voices against two each for Hawks, clones and astromechs; blaster patterns applied per part; weapon mods visibly changing the model; the explicit statement that all of it is the start-of-game set only

  • Complete Star Wars Zero Company Trophy List — How to Get All Achievements & Trophies

    Insider Gaming · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Full trophy table — Very High Bond as a named relationship threshold, and the named pairings reaching it, including two astromechs and two Custom Operators; completing a mission with four astromechs; equipping four Weapon Mods to one weapon (“Fully Geared”); applying a Focus Point; using Force Push or Pull to knock one enemy into another; knocking an enemy out of the combat space; defeating enemies from higher elevation; landing a shot at 10% or lower Chance-to-Hit and missing at 90% or greater; the difficulty tiers Story, Normal, Hard and Expert, and Expert with Beskar Mode. Published 2026-08-17

  • Star Wars Zero Company Xbox achievements

    TrueAchievements · Tier 2 — Achievement list · accessed 19 August 2026

    Supports: Achievement list — independent corroboration of the same requirements, including the four-Weapon-Mod achievement and the difficulty tiers.

  • Star Wars Zero Company Tips for Tactics Padawans

    Xbox Wire · Tier 3 — Retail review · accessed 27 August 2026

    Supports: "Fit Check" — "utility items like grenades and health packs are refreshed at the start of every battle (even when you have multiple battles in sequence as part of a larger story mission)", and "you'll likely be shifting your best equipment around between different operators as you field different teams". "Action Economy Is King" — "The limit of 3 action points per turn only applies to how many they can hold at any given moment", a free assist available every turn, and abilities that grant additional actions to teammates. Opening paragraph — four difficulty settings, changeable in the menu at any time between missions. Autosave on the first round of a battle, then at cycle start. Bylined Will Fulton, Xbox Wire Editor. Published 2026-08-26