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What do Weapon Mods do in Zero Company?

They slot into a weapon, change its stats, and can add effects of their own — one applies stacking Burning on every hit.

Confirmed
Confidence
Confirmed
Verified
19 August 2026
Version
pre-release (no retail build)

The short answer

They slot into a weapon, change its stats, and can add effects of their own — one applies stacking Burning on every hit.

In full

What that means when you are planning

Weapon Mods fit into a weapon's Modification Slots. EA describe them as altering the weapon's statistics and applying distinct effects, and they are bought from the Black Market with Credits or earned from Operations and Tactical Missions.

Fitting one is not a commitment. Previewers report that mods move freely between missions rather than being consumed, and that a fitted mod is visible on the weapon model — so a strong mod belongs to the squad rather than to one Operator.

The build-relevant part is that a mod can be more than a percentage. At least one applies Burning on hit, and Burning stacks. A previewer respecced their Hawks out of Scoundrel into Gunslinger purely to get more attacks out of that mod, which is the clearest sign available that mod choice can outweigh class choice.

No Weapon Mod has a published name. That is why this site has a guide to the system and no list of mods — a list would be a table with blank rows in it.

What we don't know yet

The game has not been released. These are open questions we have chosen not to guess at.

  • The name of every Weapon Mod. Not one has been published.
  • Burning damage per stack, the stack cap and its duration.
  • Whether the Burning mod triggers per attack or per hit.
  • Whether mods have rarities.

Next

Related questions

How many Weapon Mods can you equip on one weapon?
At least four — a pre-release trophy requires it. Whether four is the maximum has not been published.
How many weapon types does Zero Company have?
Four: Longarm, Repeater, Rifle and Pistol. There is no fifth.

Where this is covered properly

Sources

  • 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

  • Star Wars Zero Company: A New Hope for Turn-Based Tactics

    Xbox Wire · Tier 3 — Hands-on preview · accessed 19 August 2026

    Supports: Combat and squad sections — Advantage accumulating when a squad member successfully deals damage, and capping at 10; respeccing Hawks from Scoundrel into Gunslinger to exploit a Weapon Mod that applied an accumulating Burn status on every attack; unique-specialisation recruits being unable to respec the same way; an astromech with no basic attack, carrying three different Utility items with two uses each; a Concussion Grenade knocking enemies clean out of the combat space. 15-hour preview build.

  • 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