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Zero Company Builds

Mechanic

Zero Company weapon mods explained

Weapon Mods slot into a weapon's Modification Slots, alter its stats and can apply effects of their own — at least one applies stacking Burning on hit. Slot count rises over the campaign, and a pre-release trophy proves at least four mods fit on one weapon at once. Mods are bought from the Black Market with Credits or earned from Operations and Tactical Missions, and are swapped freely between missions.

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

The system, as far as it is confirmed

Every weapon has a set number of Modification Slots, and that number can be increased over the course of the campaign. Mods slot into them, change the weapon's statistics, and can carry distinct effects on top of the stat change. Fitting one is not consumption: mods move between weapons and between missions freely, and a fitted mod is visible on the weapon model.

A pre-release trophy asks the player to equip four Weapon Mods to a weapon. That proves four fit simultaneously. It does not prove four is the ceiling, and the difference matters when you are deciding whether a fourth slot is the last upgrade worth buying.

A mod can be a build, not a modifier

The most build-relevant thing known about the system is that at least one mod applies Burning on hit, and Burning stacks. That takes mods out of the category of small percentage adjustments and into the category of things you build a character around.

A previewer did exactly that: they respecced Hawks out of Scoundrel and into Gunslinger because they had a mod that ignited the target on every attack, and the Gunslinger fires more often than anything else in the game. That is the clearest available evidence that mod choice can be worth more than class choice — the mod stayed and the Specialization moved.

The interaction generalises, cautiously. Any on-attack effect is worth more to whoever attacks most, so the Gunslinger's Onslaught stacking and its refund-on-kill point the same direction as a stacking status. That reasoning is why the Gunslinger Burn build exists, and why it is labelled theorycraft: nobody has published a stack cap, a damage-per-stack figure, or whether an attack that fires twice applies the status twice.

Why there is no list of mods on this site

Because no source names one. Not a single Weapon Mod has a published name — the Burning mod above is described by its effect, by previewers, and is not identified in any interface anyone has captured.

A mod database is therefore a table with one unnamed row in it, and this site does not publish those. It is the same rule that keeps the lightsaber off the weapons page and the fourth exotic class unrecorded: an entity page with no entity is worse than an honest absence, because it reads as coverage. The moment the retail interface names mods, they become records and this paragraph gets deleted.

Confirmed

The rules as officially stated

  • Each weapon has a set number of Modification Slots, and that number can be increased over the campaign.
  • Weapon Mods alter a weapon's stats and can apply distinct effects of their own.
  • At least four Weapon Mods can be equipped to one weapon at once — a pre-release trophy requires it.
  • Mods are bought from the Black Market with Credits, and earned from Operations and Tactical Missions.
  • Mods are swapped freely between missions rather than consumed on fitting, and a fitted mod is visible on the weapon model.
  • At least one mod applies Burning on hit, and Burning stacks.
  • A previewer changed an Operator's Specialization specifically to exploit a mod's on-attack effect.

Planning

What this means for squad building

  • Treat an on-attack mod effect as an attack-frequency multiplier. It is worth the most on whichever Operator acts most often in a turn.
  • Do not plan around exactly four slots. Four is a proven floor, not a published cap.
  • Because mods move freely between missions, a strong mod is a squad-wide asset rather than one Operator's equipment — fit it to whoever the mission needs it on.
  • Credits spent at the Black Market compete with everything else the Den wants them for, so mod acquisition is a campaign-economy decision as much as a loadout one.

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.
  • How many slots each weapon type starts with, and what raises the count.
  • Whether the maximum is four or higher.
  • Burning damage per stack, the stack cap, and its duration.
  • Whether the Burning mod triggers per attack or per hit, and whether a multi-projectile attack applies it more than once.
  • Whether any enemy resists or is immune to mod-applied statuses.
  • Whether mods have rarities, and whether rarity gates which weapons accept them.

Questions

Common questions

The way these come up in search, answered directly.

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.
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.

Every question, answered with its sources

Related mechanics

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

  • 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

  • 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.

  • 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