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Zero Company Builds

Database · 64 mods · 16 lines

Zero Company Weapon Mods

Mods are fitted in the Armory and moved freely between weapons between missions. Four attachment slots, four effect lines competing for each, four steps in every line — which is the whole system, and it means choosing a mod is choosing a line first.

There are 64 Weapon Mods, and they are 16 effects at 4 strengths each. A weapon has four attachment slots — Barrel, Cell, Scope and Stabilizer — and four lines compete for each one. Every step in a line does the same thing; only the number changes. So the real choice is which of four effects you want in a slot, and the step you own is how far up that line the campaign has taken you.[1]

The list is complete. The numbers are not

Every mod below is named by a published source, and the ladder they sit in comes from a community tool that extracts its data from the retail build. It is unbylined, which normally makes it a research lead and never a citation here — it is cited because it agrees on five separate checkable points with sources that are bylined, including two figures this site had already recorded from unrelated guides.

What that buys is the list, not the values. Most individual steps have no published number at all, and the three lines that do have middle values prove the ladders are not evenly spaced — the Condenser line spans +2 to +6 and its middle steps are +3 and +4. So nothing on this page is interpolated. A step with no figure is shown without one.

Two published figures also contradict their own line’s span, on the Capacitor and Ion lines. Both are shown with the conflict named rather than resolved in favour of whichever source reads better.

The four attachment slots

Three independent guides name the same four, and one states the rule that makes them matter: one mod from each slot can be equipped at once, so a fully upgraded weapon carries four mods that cannot compete with each other.[3]

Barrel

Raw output and tempo. Close-range damage, critical damage, enemy Defense stripping and Action Point returns.

Amplifier · Condenser · Adjuster · Cycler

Cell

Damage conditions and status effects. Opening-turn damage, Burning, anti-droid damage and Shock. Called Power Cells by one guide.

Capacitor · Incendiary · Ion · Shock

Scope

Whether a shot lands, and how well. Range penalties, critical chance, enemy Cover and Assist Damage.

Range · Critical Chance · Targeting · Tracking

Stabilizer

Bonuses conditioned on how the Operator plays the turn — standing still, having already fired, or firing at all. One community tool calls this slot Stock.

Balancer · Bracing · Ergonomic · Lightweight

Barrel lines

Amplifier

Retail-reported+1 to +4 Blaster Damage

Increases Blaster Damage at Close Range.

What it is for: The one damage line with a positional price attached, and that makes it a Pistol mod almost by definition — the Pistol is the only weapon whose optimal band is Short, so it is the only one already standing where this pays. Fitted to a Longarm it is a mod that rewards being in the wrong place. Nothing published says what Close Range is in metres, which is the gap between knowing this is good on a Pistol and knowing how good.

  1. 1/4 Amplifier — no value published for this step[1]
  2. 2/4 Second Generation Amplifier — no value published for this step[1]
  3. 3/4 Dual Amplifier — no value published for this step[2]
  4. 4/4 Crystalline Amplifier — no value published for this step[2]
  • What "Close Range" is in metres, and whether it is the same band as the Pistol's Short range or a tighter one inside it.
  • Whether it applies to Sidearm Attacks. Quick Draw's tooltip says that ability receives no benefit from Weapon Mods, so at least one attack in the game is excluded from this line.
  • What each step is worth. Only the line's span is published, and three lines are demonstrably not evenly spaced, so a step with no value below has none — it has not been estimated.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

Step 3 is the one name in this line another source carries: Hack the Minotaur's mods page lists a Dual Amplifier under BARREL with the effect "Increases Blaster Damage when firing this blaster at Close Range". Same slot, same effect, same word — which corroborates the line's slot independently of Power Up Gaming, and is the reason this family is not resting on two sources that could both be reading the same list.

Condenser

Retail-reported+2 to +6 Critical Hit Damage

Increases Critical Hit Damage when firing this blaster.

What it is for: A multiplier on somebody else's work. Critical Hit Damage is added on top of base damage only on a critical, and every weapon in the game criticals 5% of the time unmodified — about one shot in twenty. So the whole line is bought second, after critical *chance* from the Scope slot's Critical line, from Keen Eye or from a Scoundrel's Identify Weakness. Buy it for the weapon firing the most expensive shot rather than the most shots, which is the exact inverse of where the Ion and Incendiary lines belong.

  1. 1/4 Single Coil Condenser — no value published for this step[3]
  2. 2/4 Dual Coil Condenser+3 Critical Hit Damage researched[2]
  3. 3/4 Spiral Condenser+4 Critical Hit Damage[3]
  4. 4/4 Dual Spiral Condenser — no value published for this step[2]
  • What steps 1 and 4 are worth. The span says +2 to +6 and the middle two are +3 and +4, which reads as +2/+3/+4/+6 — and reads is not knows.
  • Whether the bonus is added to the weapon's Critical Hit Damage figure before or after other modifiers, which decides whether two sources of it are worth twice one.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

The most useful line in this file, because it is the one that breaks the tidy assumption. A span of +2 to +6 over four steps invites the reading +2/+3.33/+4.67/+6, or failing that four evenly spaced integers. The two published middles are +3 and +4, from an Armory item card and from the catalogue, so the real line rises by one, one, then two. Every other family's `unknowns` carries the interpolation caution because of this one. It is also the best-corroborated ladder here. Step 1 is named by Hack the Minotaur in English and by Dr33dTV in German ("Einzelspulenkondensator"), step 2 comes off a frame of the Armory, and step 3 is named by Hack the Minotaur and used in a published build. Four steps, four independent naming sources between them.

Adjuster

Retail-reportedReduces enemy Defense by 1 to 4

Reduces an enemy's Defense when this blaster hits. The reduction expires at the end of the turn.

What it is for: The only mod line that helps the rest of the squad rather than the Operator carrying it, and that is the whole argument for it. Defense here is flat damage reduction subtracted from every hit, so stripping 4 of it off a target is worth 4 damage to *every* attack the squad lands on that target for the rest of the turn — which makes it a mod for whoever shoots first, not for whoever shoots hardest. It is the Scoundrel's armour penetration bought with a Barrel slot instead of a Specialization, and it goes on the Pistol that opens the turn with three cheap shots rather than on the Longarm that closes it.

  1. 1/4 Basic Adjuster — no value published for this step[1]
  2. 2/4 Phase Adjuster — no value published for this step[2]
  3. 3/4 Pirate Adjuster — no value published for this step[1]
  4. 4/4 Enigma Adjuster — no value published for this step[2]
  • Whether the reduction stacks with the Scoundrel's armour penetration, or whether the two describe the same subtraction.
  • Whether two Operators both carrying an Adjuster stack their reductions on one target.
  • Whether it can take a target's Defense below zero.
  • What each step is worth. Only the line's span is published, and three lines are demonstrably not evenly spaced, so a step with no value below has none — it has not been estimated.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

Cycler

Retail-reported6% to 15% chance

Provides a chance to restore 1 AP after attacking with this blaster.

What it is for: The only mod line that touches Action Points, which makes it the only one whose value depends on how many attacks a turn contains rather than on what each attack does. Three Points a turn and a Pistol at 1 AP a shot means three rolls; a Longarm means one. At the top step that is roughly one extra Pistol shot every two turns and one extra Longarm shot every seven — the widest gap between weapons of any line here. It is also the only mod that can make a turn go long: a refunded Point can be spent on the attack that refunds another.

  1. 1/4 Rapid Cycler — no value published for this step[2]
  2. 2/4 Turbo Cycler — no value published for this step[1]
  3. 3/4 Lightning Cycler — no value published for this step[1]
  4. 4/4 Quicksilver Cycler — no value published for this step[2]
  • Whether the roll happens per attack or per turn. On a three-shot Pistol turn that is the difference between three chances and one, and it is the same question left open on the Lightweight line.
  • Whether a restored Point can itself be spent on an attack that rolls again.
  • Whether it fires on a miss, or only on a hit. The published wording says "after attacking", which reads as either.
  • What each step is worth. Only the line's span is published, and three lines are demonstrably not evenly spaced, so a step with no value below has none — it has not been estimated.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

Hack the Minotaur names step 1 under BARREL — "Rapid Cycler: Provides a chance to restore an AP after attacking with this blaster" — which is where the slot assignment for this line is corroborated independently of Power Up Gaming. Note the wording difference that matters for the unknown above: Hack the Minotaur says "an AP" and Power Up Gaming says "1 AP", and neither says how often the chance is rolled.

Cell lines

Capacitor

Retail-reported+2 to +6 Blaster Damage

Increases Blaster Damage during the first turn of each combat.

What it is for: A large bonus that pays out once, which makes it worth the most to whoever makes the largest opening attack and nearly nothing to whoever grinds a fight down. That is a Longarm at 12 base and +12 critical opening from concealment, not a Pistol firing three cheap shots. It is the clearest case in the whole system of a slot rewarding opposite weapons depending on what is fitted — the Ion and Incendiary lines in this same Cell slot want the weapon that fires most often, and this one wants the weapon that fires hardest.

  1. 1/4 High-Energy Capacitor — no value published for this step[1]
  2. 2/4 Hypercharge Capacitor+5 damage on the first attack of each combat researched[2]
  3. 3/4 Ultradense Capacitor — no value published for this step[1]
  4. 4/4 Supernova Capacitor — no value published for this step[2]
  • Whether the Hypercharge Capacitor's +5 or the line's +2-to-+6 span is wrong. They cannot both be right with the Hypercharge at step 2 of 4, and no source states either figure twice. This is the largest open conflict in the mod data.
  • Whether the bonus covers the whole first turn or only the first attack. The two sources word it differently — "during the first turn of combat" against "on the first attack of each combat" — and on a Pistol firing three times that is a threefold difference.
  • Whether "first turn of each combat" means the Operator's first turn or the battle's.
  • How it interacts with a Repeater, whose damage is not a fixed figure.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

This family settles a question the Hypercharge Capacitor record carried from the day it was written — which slot it occupies — and it is worth being precise about how, because the answer arrives by a route the record had explicitly refused. The record's first unknown said the slot was unpublished and that guessing Cell from the word "Capacitor" would be invention; a fan wiki filed it under Barrel and that was recorded as a lead. Power Up Gaming now publishes a Capacitor *line* in the Cell slot, with an effect that is the Hypercharge's effect, and the catalogue places the Hypercharge in that line as step 2. So the slot comes from a source assigning the family, not from reading the name — and it happens to contradict the wiki, which is the second time this file's tier-5 caution has paid. What it opens is worse than what it closed. If the Hypercharge is +5 and the line tops out at +6, the two steps above it have a single point of headroom between them. Recorded as the first unknown rather than resolved by picking the source I like better.

Incendiary

Retail-reported1 to 4 stacks of Burning per hit

Inflicts stacks of Burning when this blaster hits.

What it is for: The line with the widest gap between what it says and what it is worth, because nobody has published what a stack of Burning does. Four stacks a hit on a weapon that fires three times a turn is twelve stacks from one Operator in one turn, which is either the strongest damage in the mod system or a rounding error depending on a number no source gives. What can be said is where it belongs: on the weapon that hits most often rather than hardest, which is the Pistol at 1 AP a shot — the same reasoning as the Ion line and the opposite of the Capacitor's.

  1. 1/4 Incendiary Modulator — no value published for this step[3]
  2. 2/4 Advanced Incendiary Modulator — no value published for this step[1]
  3. 3/4 Inferno Modulator — no value published for this step[1]
  4. 4/4 Wildfire Modulator4 stacks of Burning on hit researched[3]
  • Burning's damage per stack and its stack cap, which is most of what this line is worth.
  • Whether it burns friendly Operators standing in the same space, as Burning otherwise does.
  • Whether the Flamethrower Utility's Burning stacks and these are the same status on the same cap.
  • What each step is worth. Only the line's span is published, and three lines are demonstrably not evenly spaced, so a step with no value below has none — it has not been estimated.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

This line closes the Wildfire Modulator's longest-standing unknown, and it does it in the way the record predicted rather than by a lucky match. That record noted that a third guide listed an "Incendiary Modulator" under CELL with the same effect minus the figure, called the resemblance suggestive, and declined to take the slot from it. The catalogue now puts both in one four-step line and Power Up Gaming names the Wildfire as the top of it — so the Incendiary Modulator is step 1 of the family whose step 4 is the Wildfire, and the slot transfers because the family is published, not because the effects rhymed. It also retires the reclassification argument for good. The Wildfire was moved out of `utilities` on 31 August on the strength of one guide's categorisation; it now sits at the top of a mod line whose lower three steps nothing has ever called a Utility.

Ion

Retail-reported+1 to +4 Blaster Damage, per Power Up Gaming — see unknowns

Increases Blaster Damage against Droids and against Ray Shields. Those are two separate bonuses rather than one bonus with a condition — a droid without a shield still takes the smaller one.

What it is for: The line with published fitting advice attached, and the advice 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, and a Droideka's ray shield regenerates 46 points a round and drops only while the unit moves — three applications of an anti-shield bonus beats one large hit. A squad expecting droids wants this and a Droid Popper; a squad expecting Outlaws wants neither, which makes this the most mission-dependent line in the system.

  1. 1/4 Ion Modulator+1 against Droids, +16 against Ray Shields (Basic) researched[3]
  2. 2/4 Grade II Ion Modulator+24 against Ray Shields (Superior); its Droid figure obscured[2]
  3. 3/4 Superior Ion Modulator — no value published for this step[1]
  4. 4/4 Pulsed Ion Modulator — no value published for this step[2]
  • Which half of the effect the "+1 to +4" span describes. The Armory item card gives the first step as +1 against Droids and +16 against Ray Shields, and +16 is not inside +1 to +4 — so the span is either the Droid figure alone or wrong. It is not published which.
  • Whether the shield bonus scales in the same proportion as the droid bonus. Step 1 to step 2 is +16 to +24 on the shield half, and the droid half of step 2 was obscured in the capture that gave the rest.
  • Whether "Superior Ion Modulator" at step 3 is a distinct item from the "Superior" *rarity* the Armory prints on the Grade II at step 2. Two different things share a word here and no source distinguishes them.
  • Whether it stacks with the Droid Popper's own anti-shield bonus.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

This is the line where the catalogue's ladder and this database's own captures corroborate each other hardest, and disagree with the bylined span at the same time. The Ion Modulator and a Grade II Ion Modulator were photographed side by side in one Armory inventory on 30 August — two cards, two rarities, two values — which is what taught this database that a grade is a separate item rather than a rank of one. The catalogue independently lists exactly those two as the first two steps of a four-step line, and adds the two nobody had seen. That is a strong agreement about *shape*. Power Up Gaming's span is the part that does not fit, and it is left standing rather than dropped. A guide summarising sixteen lines in a table has every reason to print one number for a two-number effect; that is a likely explanation and it is not evidence, so the span is published with the conflict named beside it.

Shock

Retail-reported25% to 100% chance

Provides a chance to Shock the targeted enemy when this blaster hits.

What it is for: The only line in the system that reaches certainty — its top step applies the status on every single hit, with no roll — and the hardest to price, because nothing published says what Shock is worth. What can be said is structural: a status applied for free on every hit belongs on the weapon that hits most often, and it is worth more to a squad that can exploit a disabled target than to one that cannot. Until Shock is published this is a line to note rather than plan around.

  1. 1/4 Shock Modulator — no value published for this step[1]
  2. 2/4 Voltage Modulator — no value published for this step[1]
  3. 3/4 Hypervolt Modulator — no value published for this step[1]
  4. 4/4 Lightning Modulator100% chance to Shock on a Hit researched[3]
  • What Shock actually does. Nothing published says, and it is most of what this line is worth.
  • Whether Shock is the Ion effect droids are described as weak to, or a separate status. Both lines sit in the Cell slot, which is suggestive and is not a source.
  • Whether Shock can be resisted, and whether it has a duration or a stack count.
  • What each step is worth. Only the line's span is published, and three lines are demonstrably not evenly spaced, so a step with no value below has none — it has not been estimated.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

The neatest confirmation in this file. The Lightning Modulator was recorded on 31 August with "a 100% chance to Shock" and an unknown reading "which of the four slot categories it occupies". A line running 25% to 100% and topping out on that exact mod answers the slot and explains the figure at once: 100% is not an unusually generous mod, it is the ceiling of a ladder, and the three steps below it are the ordinary versions nobody had named.

Scope lines

Range

Retail-reportedReduces, and at the top step fully removes, the Range penalty

Reduces Chance-To-Hit penalties from Range.

What it is for: A line about where an Operator is allowed to stand rather than about damage. EA describe Range as the band a weapon is optimal in and call what happens outside it a Strike Penalty, so this buys part of that back — worth most where the band is narrowest and the shots are dearest. On a Longarm it means a Sharpshooter can take the target the position was not chosen for; on a Pistol, whose band is Short and whose shots cost 1 AP, it turns a wasted turn into three ordinary ones. At the top step it removes the constraint rather than easing it, which is a different kind of mod from the three below it.

  1. 1/4 Long Range Scope — no value published for this step[1]
  2. 2/4 Advanced Range ScopeReduces Range chance-to-hit penalties by 10% researched[2]
  3. 3/4 Horizon ScopeReduces the penalty by 15%; 1,750 Credits in an Operation researched[4]
  4. 4/4 Limitless Scope — no value published for this step[2]
  • Whether the reduction is a flat subtraction from the penalty or a proportional one, which differ by a lot at long range. Open on both steps that carry a figure.
  • Whether the top step removes the Range penalty only, or every chance-to-hit penalty. Two walkthroughs word the Horizon Scope as reducing "the Chance-To-Hit penalty on ranged attacks", which would be much broader, and Hack the Minotaur words the same mod as "from Range". The narrower reading is the one this database publishes.
  • What step 1 is worth, and whether Hack the Minotaur's "Range Scope" is this step under a shortened name.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

This line resolves the tidiest open question in the mod data. Three mods — Advanced Range Scope, Horizon Scope and an unrecorded "Range Scope" — shared one effect string, no stem word and no published rarity, and both records said in so many words that three names with one effect is a finding to state rather than a hierarchy to infer. The catalogue supplies the hierarchy: Long Range Scope, Advanced Range Scope, Horizon Scope, Limitless Scope. The two figures this database already held fall into place with it. 10% at step 2, 15% at step 3, and a step 4 whose name means the penalty is gone. Nothing was adjusted to make that fit — both figures were recorded before this line was known. `variantOf` is still not set on either record. The field is for a graded item whose base is recorded under the same stem word, and "Horizon" is not "Range"; the ladder lives here, where it can carry its own evidence per step.

Critical Chance

Retail-reported+6% to +15% Critical Chance

Increases Critical Chance when attacking with this blaster.

What it is for: Read against the base it multiplies, this is the most valuable line in the system. Every weapon in the game has a Critical Chance of 5%, so even the first step more than doubles it and the top step quadruples it — larger than Keen Eye's +6%, and available to any class rather than one. It also fixes the buying order for the whole mod system: critical *chance* comes from this line, critical *damage* comes from the Barrel slot's Condenser line, and the Condenser is worth close to nothing until this has been bought. Fit the Scope first.

  1. 1/4 Precision Scope — no value published for this step[1]
  2. 2/4 Sniper's Scope+9% Critical Chance[2]
  3. 3/4 Assassin's Scope+12% Critical Chance researched[4]
  4. 4/4 Executioner's Scope — no value published for this step[2]
  • Whether the ladder really is +6/+9/+12/+15. Two of the four are published and the span's ends match an even step of three, which is the strongest case any line here makes for interpolation — and the Condenser line is why it is still written as an unknown rather than as four values.
  • Whether it stacks additively with Keen Eye and Zero In, which decides whether a Sharpshooter or a Gunslinger wants it more.
  • Whether the Armory's printed Critical Chance figure is the weapon's or the Operator's, which decides whether a fitted Scope shows up in it.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

The Assassin's Scope record carried an unknown asking whether the Sniper's Scope at +9% was "the grade below it or a separate mod — nothing published says which". It was the grade below it. Both are steps of one line, at 2 and 3, with the span's ends at +6% and +15%. This is the only family where an even ladder is a fair reading, and it is written as an unknown anyway. Two published values three points apart, in a span whose ends are also three points from them, is as good as this evidence gets — and the Condenser line, which looked equally tidy until its middles turned out to be +3 and +4 inside a +2-to-+6 span, is the reason four numbers are not printed here as fact.

Targeting

Retail-reportedReduces, and at the top step fully negates, the Cover penalty

Reduces the Chance-To-Hit penalty provided by an enemy's Cover.

What it is for: The line that answers the thing every tactics player complains about, and its value moves in the opposite direction from every other mod here: it is worth the most against a dug-in enemy and nothing at all against one in the open. Cover is the single largest reason a shot misses in this game, so on a squad with no other answer to it this is the difference between a turn and a wasted turn. It competes for its slot with Critical Chance, which is the more interesting choice than it looks — one line makes shots land and the other makes landed shots hurt, and the Longarm firing once a turn cares about the first far more than the Pistol firing three times does.

  1. 1/4 Targeting Scope — no value published for this step[2]
  2. 2/4 Enhanced Targeting Scope — no value published for this step[1]
  3. 3/4 Elite Targeting ScopeReduces the enemy Cover penalty by 20%[2]
  4. 4/4 Auto-Scope — no value published for this step[2]
  • Whether the 20% at step 3 is a flat subtraction from the Cover penalty or a proportional one, and how it interacts with the difference between half and full cover.
  • Whether the top step negating Cover's hit penalty also negates any damage reduction Cover provides, or only the chance to hit.
  • How it interacts with the Assault's and Scoundrel's own anti-cover abilities, which may describe the same subtraction.
  • What each step is worth. Only the line's span is published, and three lines are demonstrably not evenly spaced, so a step with no value below has none — it has not been estimated.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

The only line in this file with no `WeaponMod` record behind any of its steps, and it is entered anyway because it is better evidenced than several that do. Hack the Minotaur names step 1 under SCOPE with the effect; the catalogue supplies the ladder and a figure at step 3; a published build fits that step 3 to a Longarm; Power Up Gaming names the top. Four steps, three sources, one number. A record for the Elite Targeting Scope was considered and refused for now. It would say what this ladder step already says, and this file's rule is that a `WeaponMod` record exists where there is enough published about one step to argue about it — a single figure with no rarity, no acquisition route and no second wording is a catalogue entry.

Tracking

Retail-reported+1 to +8 Assist Damage

Increases this Operator's Assist Damage.

What it is for: Worth nothing on an Operator who fights alone and a great deal in a squad built around assists, which makes it the only line whose value is decided by the other three bays. Easy Mark makes a Scoundrel assist every ally attacking a marked target and Never Play Fair adds to each of those; Hawks' Fearless Leader raises assist damage for everybody. This is a third source of the same number and the only one that can be fitted to a weapon. The top step at +8 is the largest single figure published anywhere in the mod system — and on a squad that does not assist, it is +8 that never triggers.

  1. 1/4 Tracking Scope — no value published for this step[2]
  2. 2/4 Advanced Tracking Scope+2 Assist Damage researched[2]
  3. 3/4 Hunter's Tracking Scope — no value published for this step[1]
  4. 4/4 Stalker Scope — no value published for this step[2]
  • What steps 3 and 4 are worth. A span of +1 to +8 with +2 at step 2 cannot be evenly spaced, and whether it doubles or jumps at the end is not published.
  • Whether Assist Damage from a mod stacks with the Talent and ability sources of it.
  • Whether an assist has to be triggered by a marked target, or fires on any ally's attack.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

The Advanced Tracking Scope's record noted that a "Tracking Scope" with the same effect was listed under SCOPE by another guide, and declined to take the slot from it because "whether the 'Advanced' marks a grade above it or a different mod is unstated". It marks a grade above it: steps 1 and 2 of this line. The span is the interesting part. +2 at step 2 against a ceiling of +8 means the line rises faster at the top than at the bottom — the opposite shape from the Condenser — so the two lines together are why no step in this file is filled in by arithmetic.

Stabilizer lines

Balancer

Retail-reported+1 to +2 Defense

Increases Defense after attacking with this blaster. The bonus expires at the end of the turn and is capped in how far it stacks.

What it is for: The smallest span in the system and one of the two lines that make an Operator harder to kill, which is a rarer thing here than the numbers suggest. Defense is flat damage reduction subtracted from every hit taken, so +2 against enemies dealing 6 is a third of the incoming damage — but only until the end of the turn, and only after attacking. That shape suits the Operator who is standing in the open having just fired: a Heavy who taunts and shoots, or Cly with +3 already from her armour. It does nothing for the Sharpshooter on the roof, who was not going to be shot anyway.

  1. 1/4 Balancing Stabilizer — no value published for this step[2]
  2. 2/4 Advanced Balancing Stabilizer — no value published for this step[1]
  3. 3/4 Auto-calibrating Balancer — no value published for this step[1]
  4. 4/4 Experimental Model-8 Balancer — no value published for this step[2]
  • How far the bonus stacks within a turn. The source says the stacking is limited and does not say to what, so a Pistol firing three times may be at +2 or at +6.
  • Whether a span of +1 to +2 over four steps means two pairs of steps share a value, or whether the span describes the per-attack increment rather than the total.
  • Whether it stacks with cover and with the Heavy's Heavy Armor Training.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

The one line whose span is narrower than its step count, which is why the second unknown exists. Four steps across +1 to +2 either repeats values or means something other than a total, and no source resolves it. It is recorded as published rather than reinterpreted into something that would divide neatly.

Bracing

Retail-reported+1 to +4 Blaster Damage

Increases Blaster Damage if this Operator has not moved during the turn.

What it is for: The only mod line that changes how an Operator is played rather than what they carry, and it is the sharpest fit in the whole system: it is a Sharpshooter's mod, on a Longarm, on the high ground they climbed to last turn. Standing still is already what that Operator does — Overwatch, Zero In and the whole Sharpshooter kit reward it — so this is a free +4 for a squad built one way and a permanent tax on one built any other. Do not fit it to Cly or to a Scout; their Talents exist to keep them moving.

  1. 1/4 Bracing Stabilizer — no value published for this step[1]
  2. 2/4 Advanced Bracing Stabilizer — no value published for this step[1]
  3. 3/4 D-X9 Bracing Stabilizer — no value published for this step[1]
  4. 4/4 D-X22R Elite Brace — no value published for this step[2]
  • Whether a free vertical transition — Cly's jetpack, Trick's climb — counts as moving.
  • Whether the bonus applies to an Overwatch shot taken on the enemy's turn, which is the case that would matter most.
  • Whether it is lost by a repositioning ability that does not spend movement, such as Combat Jump.
  • What each step is worth. Only the line's span is published, and three lines are demonstrably not evenly spaced, so a step with no value below has none — it has not been estimated.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

One of two lines with no other source than the pair this file rests on, and the only one whose steps are entirely unrecorded elsewhere — no guide, no capture and no build names any of the four. It is entered because the line itself is bylined and because the effect is specific enough to be wrong; the four names are the catalogue's alone and the step evidence says so.

Ergonomic

Retail-reported+1 to +3 Blaster Damage

Increases Blaster Damage after attacking with this blaster, stacking during the turn up to a maximum and expiring at the end of it.

What it is for: The mirror image of the Bracing line, and the one the Pistol wants. A bonus that accrues per attack and resets each turn is worth exactly as many times as the weapon fires: three shots at 1 AP means the second and third are hitting harder, while a Longarm firing once collects nothing at all. It is the same argument the Gunslinger's Onslaught makes — each attack in a turn grants +1 Blaster Damage — which raises the one question that decides how good this is, and nobody has answered it: whether the two stack.

  1. 1/4 Ergonomic Stabilizer — no value published for this step[1]
  2. 2/4 Custom Ergonomic+2 Blaster Damage after attacking, expiring at end of turn[4]
  3. 3/4 Type-K Ergonomic Stabilizer — no value published for this step researched[2]
  4. 4/4 IQ Ergonomic — no value published for this step[2]
  • What the stacking maximum is. The catalogue says the bonus "has a maximum" without giving one, and whether the line's +1-to-+3 span is the per-attack increment or the per-turn ceiling changes what this line is worth by a factor of three.
  • Whether it stacks with the Gunslinger's Onslaught, which describes the same accrual from a Specialization.
  • Whether the Type-K Ergonomic here and the Type-K Ergonomic Stabilizer named by a launch-week guide are one item under two names. The catalogue drops the trailing word; this database keeps the record's original name, and neither source pairs them.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

Step 2 is the best-attested individual mod in this file after the Ion Modulator — named by Hack the Minotaur in English, by Dr33dTV in German ("personalisierte Ergonomie"), fitted to a published Cly build, and given a figure by the catalogue — and it is also where a piece of circulating misinformation gets corrected. A research digest reaching this site described the Custom Ergonomic as "+1 Blaster Damage after each attack, stacking to +3 for the turn". Neither number survives its sources. The catalogue's item text reads +2 after attacking with a maximum it does not state, and the guide that fits it says only that it "adds another point of Blaster Damage" with no figure at all. The +1-and-+3 pairing appears to be the line's span read as if it were one item's numbers, which is precisely the mistake `ModLadderStep.value` exists to prevent. What is published is +2 at step 2 and a span of +1 to +3 across the line, and the third unknown is that those two facts do not obviously fit together. Step 3 keeps the slug `type-k-ergonomic-stabilizer`, because a slug is a permanent link and a shortened name is not evidence that the item was renamed.

Lightweight

Retail-reported15% to 33% chance

Provides a chance to gain Evasion when firing this blaster, if this Operator does not already have this effect.

What it is for: The most unusual line in the system and the best evidenced. Evasion makes the next incoming attack miss outright, so at the top step a third of all shots buy a free miss — and it pays out for doing the thing the Operator was going to do anyway. The trailing clause is what decides where it goes: because it cannot be gained while it is already active, it cannot be banked, so it is worth most to whoever fires most often and re-rolls it the moment it is spent. That is the Pistol at 1 AP a shot, and it is the strongest argument this database has for putting a Blaster Pistol on a front-line Operator.

  1. 1/4 Lightweight Stabilizer15% chance to gain Evasion when firing[1]
  2. 2/4 Superlight Stabilizer — no value published for this step[3]
  3. 3/4 Ultralight Stabilizer — no value published for this step[1]
  4. 4/4 Weightless Stabilizer33% chance to gain Evasion when firing researched[3]
  • Whether the roll happens per shot or per turn. On a three-shot Pistol turn that is the difference between one chance and three, and the same question is open on the Cycler line.
  • How long Evasion lasts if it is not spent — whether it survives to the enemy's next turn or expires with this one.
  • What steps 2 and 3 are worth. 15 and 33 are the published ends and nothing gives the middle.
  • Where any step is obtained, and at what rarity. No source gives an acquisition route or a rarity for a line as a line.

The line that made the community catalogue citable, and it is worth recording why rather than only that. This database held the Weightless Stabilizer at 33% from Mobalytics since 31 August, with an unknown asking which slot it occupied. The catalogue independently gives a Lightweight Stabilizer at 15% whose effect text carries the identical trailing clause — "if this Operator does not already have this effect" — and puts the two at opposite ends of one four-step line. Power Up Gaming, who has never seen either item card, publishes that line's span as 15% to 33%. Three sources, none derived from the others, agreeing on two numbers and a clause. That is what Appendix B.1 means by verification, and it is the specific evidence behind admitting an unbylined catalogue at tier 4 instead of dismissing it at tier 5.

The mods with a researched record

11 of the 64 steps above have more published about them than a name and a line: an effect in the game’s own words, usually a figure, and an argument about which weapon they belong on. These are those.

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 · cell, from the Capacitor line

**Its slot was settled on 2026-09-03, by the route this record spent a fortnight refusing.** The first unknown here used to say the category was unpublished and that reading Cell off the word "Capacitor" would be invention; a fan wiki filed it under Barrel and that was recorded as a lead rather than a fact. A bylined guide now publishes a Capacitor *line* in the Cell slot with this mod's effect, and the community catalogue places this mod in that line as its second step. The category comes from a published family assignment, which is a source; the wiki was wrong, which is the second time this file's tier-5 caution has paid for itself. What that opened is now the first unknown, and it is worse than the one it closed. See `capacitor` in content/equipment.ts. 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-reportedBasic

Increases Blaster Damage against Droids by +1 and against Ray Shields by +16, at its Basic grade. Those are two separate bonuses rather than one bonus with a condition: a droid without a shield still takes the smaller one. The shield figure is the one that decides where the mod belongs — the Droideka’s regenerating shield restores 46 points a round and drops only while the unit is moving, so the counter is repeated application 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 · cell, from the Ion line

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. Three of this record’s four unknowns were closed on 2026-08-30 by a capture of the Armory itself (retail-jay-dunna-dual-spec), which is worth more than another outlet restating the first one would have been. The figures are on the item card: +1 against Droids, +16 against Ray Shields. The slot is Cell — the Armory groups its inventory under Barrel, Cell, Scope and Stabilizer, and this sits in the second. And the reading that mattered most is settled: the bonus is **not** ray-shield-only. It is two bonuses on one card, so this is an anti-droid mod that happens to be excellent against shields, rather than a niche answer to one enemy. GamesRadar’s fitting advice survives the correction intact, because it rested on the shield half. What the same card opened was a question about shape, and the same card answered it on 2026-08-31. A **Grade II Ion Modulator** appears at Superior rarity with +24 against Ray Shields — *beside* this one, at Basic, with +16, in the same inventory at the same time. Two cards is two items: a single item at two ranks would show one card carrying its current rank, the way the Focus Tree shows an ability. So a grade is part of the name, each grade earns its own record and its own two-character code, and `WeaponMod.variantOf` is what keeps them from reading as unrelated. No Grade II record has been created even so, because its Droid figure and its value were obscured in the capture. The shape question is settled; that item's numbers are not.

Wildfire Modulator

Retail-reportedExotic

Inflicts 4 stacks of Burning when this blaster hits. Four stacks per hit is the largest published application of any status effect in the game, and Burning both stacks and ticks each turn.

What it is for: The mod with the widest gap between what it says and what it is worth, because nobody has published what a stack of Burning does. Four per hit on a weapon that fires three times a turn is twelve stacks a turn from one Operator, which is either the strongest damage mod in the game or a rounding error, depending entirely on a number no source gives. What can be said is where it belongs: on the weapon that hits most often rather than hardest, which is the Blaster Pistol at 1 AP a shot — the same reasoning that puts the Ion Modulator there, and the opposite of the Dual Coil Condenser's.

Slot · cell, from the Incendiary line

**Moved from `utilities` to `weaponMods` on 2026-08-31, and the record predicted it.** It was entered in launch week with "whether it is a Utility or a Weapon Mod" as its first unknown, on the reasoning that the one source naming it called it a Utility while describing an always-on effect on every successful hit — which is how this database describes Weapon Mods and not how it describes Utilities. Mobalytics settles it, and the quality of the classification is the point rather than the count of sources. That guide labels every one of thirty-six Zone rewards Utility or Weapon Mod, consistently, across twelve zones, and puts this one under Weapon Mod at Krill Tier 3. A passing mention in a list of Utilities is weaker evidence about *category* than a table whose whole job is to distinguish them. The move costs something and it is recorded rather than glossed. A squad shared before today with this in its Utilities field loses it on decode: `unpackCodes` drops an unrecognised pair, and `wildfire-modulator` is no longer in that map. `wm` is reused in `MOD_CODES` so new links are unaffected. The alternative was keeping a Utility this database believes is a Weapon Mod, so that a handful of week-old links keep decoding to something wrong. The use-limit unknown is gone with the move: an always-on Weapon Mod has no use limit, which is what made the Utility reading strained in the first place.

Advanced Range Scope

Retail-reported

Reduces chance-to-hit penalties from Range by 10%.

What it is for: A mod about where an Operator is allowed to stand rather than about damage. EA describes Range as "the optimal weapon range for combat" and says attacking outside it incurs a Strike Penalty, so this buys back part of that — which is worth most to the weapons whose optimal band is narrowest and whose shots are dearest. On a Longarm it means a Sharpshooter can take a target the position was not chosen for; on a Pistol, whose range is Short and whose shots cost 1 AP, it turns a wasted turn into three ordinary ones.

Slot · scope, from the Range line

Horizon Scope

Retail-reported

Reduces the chance-to-hit penalty on ranged attacks by 15%. Two guides give that wording and that figure; the guide that files it in the game's own slot taxonomy words the effect differently — "Reduces Chance-To-Hit penalties from Range" — which is a narrower claim about which penalty is reduced. See the unknowns.

What it is for: The same mod-about-position argument as the Advanced Range Scope, at half again the size. EA define Range as the band a weapon is optimal in and say attacking outside it incurs a Strike Penalty, so this buys back part of that — worth most where the band is narrowest and the shots are dearest. On a Longarm it means a Sharpshooter can take the target the position was not chosen for; on a Pistol at 1 AP a shot it converts one wasted turn into three ordinary ones. It is also the only mod in this file with a published Credit price, 1,750, which is the first thing here that lets a mod be compared against anything else the same Credits would buy.

Slot · scope, from the Range line

**The three-range-scopes question closed on 2026-09-03.** This record and the Advanced Range Scope's both said, in so many words, that three names sharing one effect with no shared stem was a finding to state rather than a hierarchy to invent. It was a hierarchy: the catalogue puts Long Range Scope, Advanced Range Scope, Horizon Scope and Limitless Scope in one four-step line, and the two figures this database already held — 10% and 15% — fall at steps 2 and 3 without anything being adjusted to make them fit. `variantOf` is still unset, because the ladder belongs in `ModFamily` where each step can carry its own evidence. Three sources, and they split two-to-one on what the mod actually does — which is why the effect field quotes both wordings instead of picking the one that reads better. The figure is not in dispute: 15%, from an Operation choice screen, at 1,750 Credits. What the 15% comes off is. Two walkthroughs say "the Chance-To-Hit penalty on ranged attacks" in identical words, which makes them one account rather than two corroborating ones. Hack the Minotaur says "Reduces Chance-To-Hit penalties from Range" and says it while filing the mod under Scope in a fifteen-item taxonomy, which reads as the item card rather than a paraphrase. This database's own vocabulary is on that side too — EA define Range as a band and call what happens outside it a Strike Penalty. The narrower reading is more likely and it is not published as the answer, because a mod that reduces *every* ranged penalty by 15% would be among the strongest in the game and the difference is not this site's to settle. The slot category was taken from a source and not from the title. Hack the Minotaur lists Horizon Scope under SCOPE, by name, which is the distinction this file has insisted on since the Advanced Range Scope was entered without one — and it is the same distinction the ladder now makes at a larger scale, because the four steps of this line share no stem word between them.

Assassin's Scope

Retail-reported

Increases Critical Chance by 12% when attacking with this blaster.

What it is for: Read against the base it multiplies, this is the most valuable mod recorded here. Every weapon in the game has a Critical Chance of 5%, so +12% is more than tripling it — larger than Keen Eye's +6% and available to any class rather than one. It also inverts the usual advice about critical-damage mods: those are worth buying *after* critical chance, and this is the critical chance. Fit it, then fit the Dual Coil Condenser. It competes for its slot with the Horizon Scope and with a Sniper's Scope reported at +9%, so a Scope is now a real choice rather than a category with one occupant.

Slot · scope, from the Critical Chance line

The slot category was this record's first unknown from the day it was written, on the rule that this file does not read a category off a name. It is now set from a source: Hack the Minotaur's mods page, re-read 2026-09-01, lists "Assassin's Scope: Increases Critical Chance by +12%" by name under SCOPE. Same name, same figure, second publisher — so this is a category taken and an effect corroborated in one line. The unknown that replaces it is more interesting than the one it retires. The same list carries a Sniper's Scope at +9%, which is either the rank below this or an unrelated mod, and this file has been wrong-footed by exactly that shape before — see the Ion Modulator's Grade II.

Advanced Tracking Scope

Retail-reported

Increases this Operator's Assist Damage by +2.

What it is for: Worth nothing on an Operator who fights alone and a great deal in a squad built around assists. Easy Mark makes a Scoundrel assist every ally attacking a marked target and Never Play Fair adds to each of those; Hawks' Fearless Leader raises assist damage for everybody. This is a third source on the same number, and the only one that can be fitted to a weapon. On a squad that is not built that way it is two points that rarely trigger.

Slot · scope, from the Tracking line

Weightless Stabilizer

Retail-reported

Provides a 33% chance to gain Evasion when firing this blaster, if this Operator does not already have this effect.

What it is for: Unusual enough to be worth reading twice: it is the only published mod that makes an Operator harder to kill, and it pays out for doing the thing they were going to do anyway. Evasion makes the next incoming attack miss outright, so a third of all shots buy a free miss — and the "if this Operator does not already have this effect" clause means it cannot be banked, so it is worth most on whoever fires most often. That is the Pistol again, and it is the strongest argument this database has for a Blaster Pistol on a front-line Operator.

Slot · stabilizer, from the Lightweight line

Lightning Modulator

Retail-reported

Provides a 100% chance to Shock the targeted enemy when this blaster scores a Hit.

What it is for: The only mod published with a 100% chance on it, which makes it the most predictable thing on this list and the hardest to price — nothing states what Shock does. What can be said is that a guaranteed status on every hit belongs on the weapon that hits most often, and that a status applied for free is worth more to a squad that can spend it than to one that cannot. Until Shock is published this is a mod to note rather than to plan around.

Slot · cell, from the Shock line

Dual Coil Condenser

Retail-reportedSuperior

Increases Critical Hit Damage by +3 when firing the blaster it is fitted to. Superior rarity.

What it is for: A multiplier on somebody else’s work rather than a stat on its own. Critical Hit Damage is added on top of base damage only when a shot criticals, so what this is worth is decided entirely by how often that happens — which makes it a mod for an Operator who has bought critical chance, not one who has not. How often that is, is 5% on an unmodified weapon — about one shot in twenty. So on a bare build this mod is close to worthless, and the conclusion is sharper than it first looks: buy critical *chance* first, from Keen Eye or a Scoundrel’s Identify Weakness, and this second. A mod that multiplies a rare event is bought by whoever has made the event less rare. Put it on the weapon that fires the most expensive shot rather than the most shots, which is the opposite of where the Ion Modulator belongs.

Slot · barrel, from the Condenser line

Added 2026-08-30 from a capture of the Armory, and it is the first mod recorded here with a complete effect — a name, a number and the condition it applies under, all from the game’s own item card rather than from a guide’s summary. The two mods this file already held are the other kind: one named with no effect published, one with an effect and no figure until the same capture supplied it. The slot category was left unknown for four days and is now Barrel, which is the opposite of what the name suggests and the reason the rule was worth keeping. Grouping was visible in the capture that supplied the figure, and the Ion Modulator's group was legible where this one's was not; a "Condenser" could have been filed anywhere by guesswork. It is Barrel because a published Condenser line sits in the Barrel slot and the catalogue puts this mod in that line as its second step — and this record is the reason nothing in that line is guessed at either. +3 here and +4 at the step above it, inside a span of +2 to +6, is what proved these ladders are not evenly spaced.

Type-K Ergonomic Stabilizer

Retail-reported

Increases Blaster Damage after attacking with this blaster, stacking through the turn and expiring at the end of it. That is its line's effect, published on 2026-09-03; **no figure has ever been published for this mod itself.** The line spans +1 to +3 across four steps and the step below this one is +2, which brackets it without stating it.

What it is for: Buy it for the weapon that fires most often, because a bonus that accrues per attack and resets every turn is worth exactly as many times as the trigger happens — three Pistol shots at 1 AP collect it twice over, and a Longarm firing once collects nothing. That is as far as this record goes. It is the third of four steps and nobody has published what the third step is worth, so it can be placed on a weapon and not compared against the mod competing for its slot.

Slot · stabilizer, from the Ergonomic line

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` was unset on purpose for five days, on the grounds that the name contains the word Stabilizer and a name is not a source. It is now Stabilizer, and the reasoning arrived from somewhere else entirely: a published Ergonomic line sits in that slot, and the catalogue puts this mod in it as the third of four steps. The guess would have been right, which is not the same as it having been justified — the Lightweight line's top step is called Weightless Stabilizer and the Incendiary line's is called Wildfire Modulator, so on this evidence a name is right about its slot roughly as often as it is silent about it. What the line supplies is more than a category. This record has said since 29 August that nothing at all is published about the mod's effect; that is no longer true of what it *does*, only of what it is worth. Its line increases Blaster Damage after each attack, stacking through the turn, +1 to +3 across four steps — so the empty record is now a record with an effect and no figure, which is the ordinary condition of most mods here.

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]
  • Weapon Mods and Utilities exist at several grades, and a grade is a separate item rather than a rank of one. The Armory shows an Ion Modulator at Basic rarity and a Grade II Ion Modulator at Superior side by side in the same inventory, with different effects and different values. Weapon Mods number their grades "Grade II"; Utilities use "Mk. II" and "Mk. IV" for the same idea.[2]
  • All Operators gain +1 Weapon Mod Slot as a Zone Influence reward, at Zone Forn's third tier. Mod slots are therefore a campaign upgrade bought with Influence rather than a fixed number.[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]

And armour?

There is no armour slot. A mod goes on the weapon, and the weapon, its four mods and three Utilities are the whole loadout.

  • There is no armour equipment slot. An Operator equips a weapon, up to four Weapon Mods and up to three Utilities, and nothing else.[2]
  • Armor is a statistic, not a piece of equipment. It is printed on the character sheet beside Health, Attack, Accuracy and Defense.[1]
  • Armour sets are cosmetic. Phase I, Phase II and the Deluxe edition's ARC Trooper set change appearance and colour channels, not statistics.[1]
  • The armour-flavoured equipment in the game occupies Utility slots. The five Underlays are Utilities.[2]
  • Three weapon upgrades apply to the whole roster rather than to one Operator: they are bought once and every Operator has them. They are not a loadout choice and they compete with nothing.[1]

How the system works, at length, is in the Weapon Mods guide. Which weapon to fit them to is on the weapons page, and every one of these can be fitted to a squad in the Squad Builder.

Open questions

Points the shipped game has not yet answered for us, or that need a controlled comparison to state as fact — recorded rather than guessed at.

  • What most individual steps are worth. Sixteen lines have a published span and eleven mods have a published figure; the other fifty-three steps have neither, and none has been estimated.
  • Whether a line's steps are evenly spaced. Three lines say no — Condenser rises +2, +3, +4, +6 and Tracking rises +1, +2, then to +8 — so no missing value on this page has been interpolated from the ones around it.
  • Two published conflicts. The Hypercharge Capacitor is +5 inside a line that spans +2 to +6 at step 2 of 4, and the Ion Modulator's item card reads +16 against Ray Shields inside a line published as +1 to +4.
  • Where any mod is obtained, and at what rarity. One mod has a published price — the Horizon Scope at 1,750 Credits in an Operation — and that is the only acquisition route recorded anywhere.
  • How mods interact with a Repeater, whose damage is not a fixed figure.
  • Whether mod effects stack with the Specialization abilities that duplicate them, particularly the Ergonomic line against the Gunslinger's Onslaught and the Adjuster line against the Scoundrel's armour penetration.
  • What Shock and Burning actually do, which is most of what two entire lines are worth.

Sources

  • Star Wars Zero Company: Best Weapon Mods

    Power Up Gaming · Tier 3 — Retail review · accessed 3 September 2026

    Supports: Bylined Serhii Patskan, 2 September 2026; no update date shown. The structural claim, verbatim: "Each category of weapon mods…includes four different types or lines of mods on various tiers. The effects stay the same on the different tiers, except for the range of their values." Then four slots with four lines each, each line given an effect, a published span and the mod the guide names as the top of it. BARREL — Amplifier, "+1 to +4 Blaster Damage at Close Range", top Crystalline Amplifier; Condenser, "+2 to +6 Critical Hit Damage", top Dual Spiral Condenser; Adjuster, "Reduces enemy Defense by 1–4 on hit (expires at the end of turn)", top Enigma Adjuster; Cycler, "6–15% chance to restore 1 AP after attacking", top Quicksilver Cycler. POWER CELLS — Capacitor, "+2 to +6 Blaster Damage on the first turn of each combat", top Supernova Capacitor; Incendiary/Modulator, "Inflicts 1–4 stacks of Burning on hit", top Wildfire Modulator; Ion, "+1 to +4 Blaster Damage vs Droids and Ray Shields", top Pulsed Ion Modulator; Shock, "25–100% chance to Shock on hit", top Lightning Modulator. SCOPE — Range, "Reduces or fully removes Chance-to-Hit penalties from Range", top Limitless Scope; Crit Chance, "+6% to +15% Critical Chance", top Executioner’s Scope; Cover/Targeting, "Reduces or fully negates the enemy Cover bonus to hit chance", top Auto-Scope; Tracking/Assist, "+1 to +8 Assist Damage", top Stalker Scope. STABILIZER — Balancer, "+1 to +2 Defense after attacking (expires at the end of turn, limited stacks)", top Experimental Model-8 Balancer; Bracing, "+1 to +4 Blaster Damage if the operator has not moved this turn", top D-X22R Elite Brace; Ergonomic, "+1 to +3 Blaster Damage after attacking (stacks up to the max during turn)", top IQ Ergonomic; Lightweight, "15–33% chance to gain Evasion on fire", top Weightless Stabilizer. One wording differs from the rest of this database and is kept verbatim rather than normalised: the second slot is called POWER CELLS where two other guides call it Cell. The fourth it calls STABILIZER, which matters because the community catalogue calls that same slot Stock. **Checked for and absent**: any per-step name below the top of a line, any rarity, any acquisition source, and any statement of how many tiers a line has beyond "various".

  • Zero Company build planner and item database

    zerocompany.tools · Tier 4 — Community testing · accessed 3 September 2026

    Supports: Unofficial, unbylined, self-described as maintained by "a community contributor" not affiliated with Lucasfilm, Bit Reactor or EA, with its data "extracted directly from the game build 24874058". Two pages read: /build-planner for the pickers and /builds for item effect text. The planner offers four mod slots labelled **Barrel, Cell, Scope and Stock** — the fourth disagrees with Power Up Gaming, Hack the Minotaur and TheGamer, all three of which call it Stabilizer; this database keeps Stabilizer and records the variance. Three Utility slots. Four weapon classes: Blaster Pistol, Blaster Rifle, Repeater, Longarm Blaster. Three roster-wide weapon upgrades: Grenade Throw Distance +2.0m, Teamwork Assist Damage I +2, Teamwork Assist Damage II +2 additional. **No armour or armour-mod category of any kind**, and the character sheet shows Health, Attack, Accuracy, Defense and Armor as statistics rather than as equipment slots. Sixty-four mods, four ordered steps per line. BARREL: Amplifier, Second Generation Amplifier, Dual Amplifier, Crystalline Amplifier / Single Coil Condenser, Dual Coil Condenser, Spiral Condenser, Dual Spiral Condenser / Basic Adjuster, Phase Adjuster, Pirate Adjuster, Enigma Adjuster / Rapid Cycler, Turbo Cycler, Lightning Cycler, Quicksilver Cycler. CELL: High-Energy Capacitor, Hypercharge Capacitor, Ultradense Capacitor, Supernova Capacitor / Incendiary Modulator, Advanced Incendiary Modulator, Inferno Modulator, Wildfire Modulator / Ion Modulator, Grade II Ion Modulator, Superior Ion Modulator, Pulsed Ion Modulator / Shock Modulator, Voltage Modulator, Hypervolt Modulator, Lightning Modulator. SCOPE: Long Range Scope, Advanced Range Scope, Horizon Scope, Limitless Scope / Precision Scope, Sniper’s Scope, Assassin’s Scope, Executioner’s Scope / Targeting Scope, Enhanced Targeting Scope, Elite Targeting Scope, Auto-Scope / Tracking Scope, Advanced Tracking Scope, Hunter’s Tracking Scope, Stalker Scope. STOCK: Balancing Stabilizer, Advanced Balancing Stabilizer, Auto-calibrating Balancer, Experimental Model-8 Balancer / Bracing Stabilizer, Advanced Bracing Stabilizer, D-X9 Bracing Stabilizer, D-X22R Elite Brace / Ergonomic Stabilizer, Custom Ergonomic, Type-K Ergonomic, IQ Ergonomic / Lightweight Stabilizer, Superlight Stabilizer, Ultralight Stabilizer, Weightless Stabilizer. Seventy-eight Utilities: Attuned to All Things, Auto-Rangefinder, Bacta Stim, Bonded to the Blade, Concussion Grenade (+ Mk. II, III, IV), Control Pain, Custom RSKF-44, Deluxe Bacta Stim, Double-dose Bacta Stim, Droid Dismantler, Droid Popper (+ Mk. II, III), Experimental Repulsor Units, Fast Healing, Firebomb (+ Mk. II, III), Flamethrower (+ Mk. II, III, IV), Fortified Will, Gas Dispenser (+ Mk. II, III, IV), Hunter’s Rangefinder, Hyper-Bacta Stim, Hyperinsulated Underlay, Impact Bomb, Impact Underlay, Ion Blaster (+ Mk. II, III, IV), Listen Through Chaos, Medpac (+ Mk. II, III, IV), Presence in the Force, Prototype Imploder, Rangefinder, Reinforced Underlay (+ Mk. II, III), Remachined RSKF-44, Repulsor Units (+ Mk. II, III), Restored RSKF-44, Scattergun (+ Mk. II, III, IV), Serenity, Smoke Bomb (+ Mk. II, III), Stabilizing Underlay, Surging Harmony, Targeting Visor (+ Mk. II, III), Thermal Detonator, Thermal Imploder, Tranquility, Trauma Kit (+ Mk. II, III, IV), Visions of the Future, Visions of the Past, Worn RSKF-44. Item effect text quoted verbatim from /builds: Dual Coil Condenser (Barrel) "Increases Critical Hit Damage by +3 when firing this blaster."; Spiral Condenser (Barrel) "Increases Critical Hit Damage by +4 when firing this blaster."; Elite Targeting Scope (Scope) "Reduces the Chance-To-Hit penalty provided by an enemy’s Cover by 20%."; Lightweight Stabilizer (Stock) "Provides a 15% chance to gain Evasion when firing this blaster if this Operator does not already have this effect."; Custom Ergonomic (Stock) "Increases Blaster Damage by +2 after attacking with this blaster. This bonus expires at the end of the turn and has a maximum."; Targeting Visor (Utility) "Increases this Operator’s Chance to Hit by +5% and Critical Chance by +6%." **Checked for and absent**: Superlight Stabilizer, which the planner offers and this page gives no effect text for.

  • BEST DUAL SPECIALIZATION Builds in Star Wars Zero Company

    Jay Dunna · Tier 3 — Retail review · accessed 30 August 2026

    Supports: The video's own description carries a chapter list naming the build each section covers, and it is cited here as much as the frames are: "0:17 Player Character: Medic/Gunslinger", "2:12 Trick: Heavy/Soldier", "4:02 Jae: Scout/Sharpshooter (or Scoundrel, Assault)", "5:41 Tel-Rea: Padawan/Wayseeker", "6:51 Cly Kullervo: Warrior/Assault or Gunslinger", "9:11 Kabb Uppercut: Soldier/Scoundrel", "9:56 Astromech Droid", "10:10 Weapon Mods for the Team", "12:00 Utilities", "13:08 Always Spend Influence!". Plus ten frames of the retail build screens, captured 2026-08-30; published 2026-08-29. PERSONNEL → FOCUS TREE, three Operators. The tree is three bands — TALENT, SPEC 1, SPEC 2 — with one ability row in the Talent band and three in each Specialization band, columns numbered 2 to 6, a Focus Point cost printed beside every unbought node, and rows of visibly different lengths (four, five and six nodes all appear on one screen). Hawks: "TALENT: FEARLESS LEADER" padlocked, "SPEC 1: GUNSLINGER", "SPEC 2: MEDIC", "1 FOCUS POINT REMAINING". Cly Kullervo: "TALENT: COMBAT JUMP" padlocked, "SPEC 1: WARRIOR" padlocked, "SPEC 2: ASSAULT" not padlocked, "2 FOCUS POINTS REMAINING". Tel-Rea Vokoss: "TALENT: STRONG WITH THE FORCE", "SPEC 1: PADAWAN", "SPEC 2: SEEKER", all three padlocked. Ability tooltips print cost, kind and rank together: "ADV 2 | COMBAT JUMP | SPECIAL ACTION"; "AP 1 | 8 BASE DMG | QUICK DRAW | FAST ACTION" with "RANGED. Fire a lightning fast sidearm pistol shot", "This skill applies a Chance-To-Hit Range Penalty of 25%", "Defeating an enemy restores 1 AP", "This ability does not trigger enemy Overwatch or Retaliation", "This Sidearm Attack does not receive benefits from Weapon Mods"; and the same ability at maximum, "AP 1 | 14 BASE DMG | QUICK DRAW VI", whose first clause becomes "Chance-To-Hit Range Penalty no longer applies". "FEARLESS LEADER II | PASSIVE" — "…eases Assist Damage by +1 for all Operators", opening clause obscured by the presenter's camera. "PADAWAN TRAINING V | PASSIVE" — "Allows Tel-Rea to equip a third Meditation. Meditations are managed in the Armory." An unaffordable node shows "CAN'T AFFORD — Gain additional Focus Points by growing bonds or completing missions"; a bought rank offers "REFUND". CHANGE SPECIALIZATION screen: "SPECIALIZATION ABILITIES" lists four per class with their kind — Gunslinger's are "OPEN FIRE | ULTIMATE | Fire 2 Times at any combination of enemies", "QUICK DRAW | STANDARD | Fire a lightning fast sidearm pistol shot", "KEEN EYE | PASSIVE | Increases this Operator's Critical Chance for all Ranged Attacks by +6%", "ONSLAUGHT | PASSIVE | Each attack within a single turn grants this Operator +1 Blaster Damage. This bonus applies only to attacks with this Operator's primary blaster" — with the class blurb "The Gunslinger specializes in multi-target blaster attacks and fast strikes that allow them to spread offense across numerous targets." The same screen offers eight Specialization cards under each of SPEC 1 and SPEC 2, the card taken by one row padlocked in the other, and states "This talent cannot be changed for this operator" over Hawks' Talent. ARMORY → WEAPON: tabs WEAPON, UTILITIES, BLACK MARKET; four equipped slots of which two are filled (a primary and a sidearm) and two padlocked; weapons named as a class plus a model with five statistics — Blaster Rifle DC-15A "WEAPON DAMAGE 14, CRITICAL HIT DAMAGE +9, CRITICAL CHANCE 17%, RANGE Medium, MELEE DAMAGE 10", Blaster Rifle WESTAR-M5 "12, +11, 20%, Medium, 10", Blaster Pistol G40-5 "9, +10, 17%, Short, 10"; and an inventory grouped into BARREL, CELL, SCOPE and STABILIZER. Mods carry a rarity word and a credit value — "ION MODULATOR | WEAPON MOD | BASIC — Increases Blaster Damage against Droids by +1 and against Ray Shields by +16", VALUE 200, shown under CELL; "DUAL COIL CONDENSER | WEAPON MOD | SUPERIOR — Increases Critical Hit Damage by +3 when firing this blaster", VALUE 350; "GRADE II ION MODULATOR | WEAPON MOD | SUPERIOR", against Ray Shields by +24, its Droid figure and its value partly obscured. In-game glossary panels define BLASTER ATTACK ("all attacks that use the Operator's primary blaster… Attacks that use a secondary blaster are considered Sidearm Attacks"), DROID ("weak against Ion effects and cannot be Healed"), CRITICAL HIT ("A hit that strikes a weak point, doing additional Damage on top of the equipped weapon's Base Damage") and PASSIVE ("benefits that are always active… never require AP").

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

    Hack the Minotaur · Tier 3 — Retail review · accessed 1 September 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. Re-read 2026-09-01, when the page header gave "Latest Update: August 31, 2026" and carried something it did not on 2026-08-29: **fifteen named mods filed under the four categories**, which is the first published mapping of individual mods to slots rather than a list of the slots. BARREL — Dual Amplifier "Increases Blaster Damage when firing this blaster at Close Range"; Rapid Cycler "Provides a chance to restore an AP after attacking with this blaster"; Single Coil Condenser "Increases Critical Hit Damage when firing this blaster"; Phase Adjuster "Reduces an enemy's Defense when this blaster hits"; Spiral Condenser "Increases Critical Hit Damage when firing this blaster". CELL — Incendiary Modulator "Inflicts stacks of Burning when this blaster hits"; Ion Modulator "Increases Blaster Damage against Droids and against Ray Shields". SCOPE — Targeting Scope "Reduces the Chance-To-Hit penalty provided by an enemy's Cover"; Tracking Scope "Increases this Operator's Assist Damage"; Range Scope "Reduces Chance-To-Hit penalties from Range"; **Horizon Scope "Reduces Chance-To-Hit penalties from Range"**; Sniper's Scope "Increases Critical Chance by +9%"; Assassin's Scope "Increases Critical Chance by +12%". STABILIZER — Custom Ergonomic "Increases Blaster Damage after attacking with this blaster"; Superlight Stabilizer "Provides a chance to gain Evasion when firing this blaster"; Balancing Stabilizer "Increases Defense after attacking with this blaster". No rarity is given for any of the fifteen and no numeric value except the two Critical Chance figures. Three named Utilities on the same page: Ion Blaster "Fire an ion blaster at the target that severely weakens Ray Shields"; Scatter Gun "Fire a short range, wide-angled blast that damages everything in the target area"; Flamethrower "Sprays a stream of flame over the targeted area. Deals Fire Damage and inflicts Stacks of Burning". **Absent from the page and checked for**: "Advanced Range Scope", "Thermal Imploder", and any mention of a Capacitor as a resource.

  • Zone Influence and Best Rewards — Star Wars Zero Company

    Mobalytics · Tier 3 — Retail review · accessed 31 August 2026

    Supports: The complete Zone Influence reward table, twelve zones at three tiers each, read from the page on 2026-08-31. Bylined Mobalytics, "Updated on Aug 30, 2026". **Weapon Mods**: "Weightless Stabilizer Weapon Mod (Provides a 33% chance to gain Evasion when firing this blaster if this Operator does not already have this effect)" at Besh Tier 3; "Advanced Range Scope Weapon Mod (Reduces chance-to-hit penalties from Range by 10%)" at Forn Tier 1; "Assassin's Scope Weapon Mod (Increases Critical Chance by 12% when attacking with this blaster)" at Forn Tier 2; "Lightning Modulator Weapon Mod (Provides a 100% chance to Shock the targeted enemy when this blaster scores a Hit)" at Herf Tier 3; "Advanced Tracking Scope Weapon Mod (Increases this Operator's Assist Damage by +2)" at Isk Tier 1; and "Wildfire Modulator Weapon Mod (Inflicts 4 stacks of Burning when this blaster hits)" at Krill Tier 3. **Utilities**: "Medpac Mk. IV Utility (Heals 30% of the target ally's Health. Cannot be used on Droids)" at Aurek Tier 3; "Repulsor Units Mk. II Utility (Increases Movement by +1.0m. This bonus affects all of the Operator's moves)" at Besh Tier 1; "Prototype Imploder Utility (Throw a powerful explosive Grenade that deals excellent damage)" at Cresh Tier 3; "Trauma Kit Mk. II Utility (When this Operator Rallies a Downed ally, that ally returns to action Fully Healed. There is a 20% chance the healed ally is not Injured)" at Esk Tier 1; "Gas Dispenser MK. IV Utility (Sprays a stream of gas the Dazes all units in the target area)" at Esk Tier 3; "Custom RSKF-44 Utility (Fire a very powerful, but short range armor-piercing pistol shot)" at Grek Tier 3; "Ion Blaster Mk IV Utility (Fires an ion blaster at the target that severely weakens Ray Shields. Very effective against Droids but far less effective on Organic targets)" at Isk Tier 3; and "Reinforced Underlay Mk. III Utility (Increases Defense by +3)" at Krill Tier 2. **Permanent squad upgrades**: "All Zero Company Operators gain +2 Focus Points" at Besh Tier 2 and "+1 Focus Point" at Grek Tier 1; "All Operators gain +1 Weapon Mod Slot" at Forn Tier 3; "Increases Max Health by +4 for all Operators" at both Aurek Tier 2 and Esk Tier 2; "+30 Bond XP for everyone" at Herf Tier 2 and "+20 Bond XP for everyone" at Leth Tier 1. Also: Influence is "primarily earned through Operations at the Mission Table", and placing a Contact in a Zone earns "a significant amount of Influence, starting at +7".

  • STAR WARS ZERO COMPANY: Hawk Scharfschützen Build – S-Tier

    Dr33dTV · Tier 3 — Retail review · accessed 31 August 2026

    Supports: Published 2026-08-28. A complete Hawks build, described in the video description in enough detail to reconstruct without watching. Talent "Furchtloser Anführer" (Fearless Leader), described as giving "Hilfestellungsschaden + Verteidigung für alle Einheiten" — assist damage and Defense for every unit. First Specialization "Präzision" (Sharpshooter), with "Erledige Sie" (Pick Them Off) "für massiven Überwachungsschaden auf enorme Distanz", "Schusshaltung" (Zero In) called "Kern des ganzen Builds", and "Präzisionsschuss" (Precision Shot). Second Specialization "Schnellfeuer" (Gunslinger), with "Scharfes Auge" (Keen Eye) "bringt bis zu 15% mehr Krit-Chance", "Schnellziehen" (Quick Draw) which "kostet nur 1 AP (statt 2 mit dem Präzisionsgewehr!)", and "Freie Zielwahl (Doppelschuss)" (Open Fire) as "unser Haupt-Finisher — trotz 9 Vorbereitung", which independently gives Open Fire's cost as 9 Advantage. Weapon: "Präzisionsgewehr"/"Präzisionsblaster" (Longarm Blaster). Mods named but not matched to any English record here: "Präzisionszielfernrohr Typ 3", "Einzelspulenkondensator", "personalisierte Ergonomie", "Entzündungsmodulator". Equipment: "Zielerfassungssystem (+10% Treffer, +9% Krit)" and "Repulsoreinheit" (Repulsor Unit), with the reasoning that grenades are wasted on a sniper at the back. Chapters give the structure: Fokustalente & Skill-Reihenfolge 2:01, Spezialisierung Präzision 3:58, Zweite Spezialisierung Schnellfeuer 4:59, Waffe & alle Mods 7:04, Ausrüstung 9:09.

  • Best Builds in Star Wars Zero Company

    FandomWire · Tier 3 — Retail review · accessed 3 September 2026

    Supports: Bylined Soumyajit Mukherjee, published 1 September 2026. Three builds, presented as "worth trying" rather than as anything the developer endorses — that framing is why the records citing this are `community_build` rather than `retail_reported`. Trick, tank: Heavy + Soldier, maxing "For My Brothers, Conditioning, Unstoppable, and Bulwark"; weapon the DC-17M; Utilities Concussion Grenade, Repulsor Units MK. III, Deluxe Bacta Stim. **No Weapon Mods are given for this build.** Jae Mordant, ranged damage: Scout + Sharpshooter, maxing "Final Shot, Tactical Timing, Combat Recon, Pick Them Off"; weapon the Longarm; Weapon Mods Dual Coil Condenser, Superlight Stabilizer, Elite Targeting Scope; Utilities Custom RSKF-44, Stabilizing Underlay, Targeting Visor MK. III. Cly Kullervo, mobility and burst: Warrior + Gunslinger, "Combat Jump Lv. 2" plus maxed ElectroWeb abilities; weapon the Blaster Pistol; Weapon Mods Spiral Condenser, Assassin's Scope, Custom Ergonomic; Utilities Scattergun MK. III, Targeting Visor MK. III, Medpack MK. III. One numeric claim only: "Assassin's Scope increasing Critical Chance by 12%", which corroborates Mobalytics and Hack the Minotaur. Of Custom Ergonomic it says only that it "adds another point of Blaster Damage" — no figure, and notably **not** the +2 the community catalogue gives for it. Each build names three mods where a fully upgraded weapon holds four, and the guide does not say which slot is left empty.

  • 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: A Friend of a Friend Guide

    Power Up Gaming · Tier 3 — Retail review · accessed 1 September 2026

    Supports: The full seven-cycle choice chain. Framing: "A Friend of a Friend is a multi-part Operation Chain in Star Wars Zero Company, which involves dealing with a friendly contact and making distinct choices across the seven different cycles", accessed "via the Den's Holotable, where outcomes can involve various injury risks if you make certain choices". Cycle I — "Assign her to upgrade a Facility: +3 Zone Jenth Influence; +100 Den Level" or "Bring her on as a Contact: +3 Zone Jenth Influence; +1 Contact". Cycle II — "Attack first — High Risk: +3 Zone Besh Influence; high chance of Operator injury"; "Bribe the assassin: +3 Zone Besh Influence; −1,500 Credits"; "Call the authorities: +5 Zone Besh Influence; −25 Intel; −500 Credits". Cycle III — "Purchase the Thermal Imploder Grenade: −1 Capacitor; receive Thermal Imploder Grenade"; "Purchase the Horizon Scope: −1,750 Credits; Horizon Scope (reduces Chance-To-Hit penalty on ranged attacks by 15%)"; "Pass: No cost, no reward". Cycle IV — "Try the Nysillin: +3 Zone Besh Influence; −250 Credits; participating Operators heal all injuries"; "Try the Marcan Herb: +3 Zone Besh Influence; −250 Credits; participating Operators get an additional Bond boost"; "Try the Bula Fruit: +3 Zone Besh Influence; −250 Credits; participating Operators get +4 Max Health"; "Decline: No reward". Cycle V — "Assign an Operator (Kabb): +3 Zone Esk Influence (+5 more if successful, for potential total +8); +1,500 Credits" or "Report Qwiitl: +1,000 Credits". Cycle VI — "Every option here grants +4 Zone Besh Influence", then payoffs at −250, −1,000 and −1,500 Credits (the largest also "+1 Contact") or none. Cycle VII — "Every option here grants +4 Zone Besh Influence", then "Unbroken Concentration: +2 Focus Points; −2 Max Health"; "Hand To Hand: +2 Melee Damage; −1 Ranged Damage"; "Keen Eyes: +3% Ranged Critical Chance; −1 Critical Damage"; "Compounding Strength: +1m First Movement Bonus; −5% Ranged Chance-To-Hit". The phrase "participating Operators" is the guide's own and appears on Cycle IV only; it is not defined, and it is **not** used of Cycle VII. The guide nowhere calls the Cycle VII effects permanent and nowhere states how many Operators receive them. Bylined Serhii Patskan, "On Aug 31, 2026"

  • Star Wars Zero Company Walkthrough — All Choices and Outcomes

    ShowGamer · Tier 3 — Retail review · accessed 1 September 2026

    Supports: A Friend of a Friend, third instalment: "Purchase the Thermal Imploder Grenade: −1 Capacitor; Thermal Imploder Grenade" and "Purchase the Horizon Scope: −1,750 Credits; reduces the Chance-To-Hit penalty on ranged attacks by 15%." The Capacitor appears throughout the walkthrough as a resource alongside Credits, Intel and Contacts — spent here, granted elsewhere as "+1 Capacitor" — and **the page nowhere defines it**, gives no way to earn it beyond those grants, and states no cap. The chain covered here ends at the sixth instalment; there is no seventh, and none of "Unbroken Concentration", "Hand To Hand", "Keen Eyes" or "Compounding Strength" appears anywhere on the page. Bylined Andrey Pavlenko, 28 August 2026

  • 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

  • Time To Unlock More Utility Slots In Star Wars Zero Company

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

    Supports: Three Utility slots exist per Operator and players start with one; the second comes from building "the Additional Utility Slot in the Den" at Level 5, and the third from the Underworld Intel Operation's Utility Slot option, which is mutually exclusive with the Weapon Mod Slot. "the Medic and Astromech Specializations can carry two charges for Utility items, while the rest can only hold one." Utilities are grouped into three families: "Explosives are items such as Thermal Detonators, Firebombs, and Concussion Grenades"; "Support items are largely used to heal or provide tactical advantages in combat…Medpacs act as a quick way to recover from damage" and "a Repulsor Unit gives your team more movement distance for a turn"; "weapons are more situational tools, such as the shotgun-style Scattergun or the Ion Blaster, which is fantastic against Droids". Uses: "if I equip an Operator with an Impact Grenade, they can only use this item once in a battle". And one reward item: "These rewards often contain Utilities such as the Wildfire Modulator, which will apply four stacks of Burning whenever you successfully hit an enemy." No AP cost is given for any item. Bylined Collin MacGregor, published 2026-08-27

  • Is Z-COM our new X-COM? Star Wars Zero Company gameplay deep dive

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

    Supports: 2:13–13:51 — Sweeping Salvo at 4 Advantage with three uses per mission; Hawks granting an ally 1 AP for 3 Advantage; Combat Recon granting 1 Advantage per unit scanned; the Grit Talent's stacking invulnerability; Heavy attacks taunting; the droideka ray shield; the Scout's Spotted status; Defense as flat damage reduction

  • Every Move Counts — Pre-Order Star Wars Zero Company

    Electronic Arts · Tier 1 — Official · accessed 15 August 2026

    Supports: "Authored Operatives such as a Clone Trooper, Mandalorian, Umbaran, Jedi Padawan, and more"; Custom Operative species; Kundri Fathom named as leader of the Infinite Coil. Re-read 2026-08-15 for editions: Standard and Deluxe; the Deluxe adds the Grand Army of the Republic and Shadow Collective cosmetic packs and five exclusive painted weapon themes; the pre-order bonus on both is the Crystalline Astromech Cosmetic Pack (R3 droid, translucent crystalline R4 and R5 heads, BR-1 droid); storefronts named as Steam, EA App and Epic Games Store on PC. **No price appears on this page**, so none is recorded on this site

  • 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