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Zero Company Builds

Mechanic

Zero Company weapon mods explained

A weapon has four attachment slots — Barrel, Cell, Scope and Stabilizer — and four mod lines compete for each one. Every step in a line does the same thing at a bigger number, so the choice that matters is which of four effects you want in a slot. Slot count rises over the campaign to at least four. Mods are bought from the Black Market with Credits or earned from Operations and Tactical Missions, and are swapped freely between missions rather than consumed. Sixty-four mods are named; most have no published value, and none of the missing numbers is guessed at here.

Confirmed
Confidence
Confirmed
Verified
19 August 2026
Version
Pre-release evidence — retail verification pending

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.

Sixteen lines, four to a slot

The system has a shape, and knowing it is worth more than knowing any individual mod. Each of the four attachment slots holds four **lines** of mods, and every step in a line does the same thing — only the number changes. So there are sixteen distinct effects in the game and sixty-four items expressing them, and the decision you are making in a slot is a choice between four effects rather than between dozens of items.

**Barrel** is raw output and tempo: close-range damage, critical damage, stripping enemy Defense on hit, and a chance to give back an Action Point after attacking. **Cell** is conditions and statuses: damage on the first turn of a fight, Burning stacks, anti-droid and anti-shield damage, and Shock. **Scope** decides whether a shot lands and how well: the range penalty, critical chance, the enemy's Cover, and Assist Damage. **Stabilizer** pays you for how you play the turn: Defense after attacking, damage for not having moved, damage that builds as you keep firing, and a chance at Evasion when you fire.

Two of those pairings settle the buying order for a whole build. Critical *chance* is a Scope line and critical *damage* is a Barrel line, and the damage one is worth close to nothing until the chance one is bought — every weapon in the game criticals 5% of the time unmodified, so a +6 critical damage mod on a bare build pays out about one shot in twenty.

Which mods are best, and what can honestly be said

The lines can be compared; the individual steps mostly cannot, and it is worth being precise about which is which. Sixteen lines have a published span — what the effect is worth at its weakest and its strongest. Eleven individual mods have a published figure. The other fifty-three named mods have neither, and **this site does not interpolate them**, because three lines are demonstrably not evenly spaced: the Condenser line spans +2 to +6 and its two middle steps are +3 and +4, and the Tracking line goes +1, then +2, then up to +8.

So a ranked list of the *lines* is defensible and a ranked list of the *items* is not. On the lines, the strongest case belongs to Scope's critical chance: every weapon starts at 5%, and a line running +6% to +15% is between doubling and quadrupling that, available to any class, and larger than the Gunslinger's own Keen Eye passive.

The rule that decides most of the rest is attack frequency. A per-hit or per-attack effect is worth roughly three times as much on a Blaster Pistol firing three times a turn as on a Longarm firing once — which puts Burning, Shock, anti-shield damage, the Evasion chance and the stacking Ergonomic damage on the Pistol, and puts first-turn damage and critical damage on the Longarm. The same slot rewards opposite weapons depending on which line you fit, which is the single most useful thing to understand about mods.

Two published figures contradict their own line's span, and neither has been quietly resolved here. The Hypercharge Capacitor is +5 in a line published as +2 to +6, at the second of four steps. The Ion Modulator's in-game item card reads +16 against Ray Shields in a line published as +1 to +4. Both are shown with the conflict named.

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.

Where the list came from, and what it is worth

This page carried the opposite paragraph for a fortnight: there was no list of mods here because no source named one, and a table of unnamed rows reads as coverage rather than as honesty. That held until 2 September, when a bylined guide published the sixteen lines with their slots and spans, and a community tool that extracts its data from the retail build filled each line with four names.

The tool is unbylined, which normally makes it a research lead here and never a citation. 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, which land exactly on the two ends of one line's published span. That is corroboration rather than trust.

What it buys is the list and not the values. Every mod in the game is named on this site now; most of them are a name, a line and no number, and each is shown that way rather than filled in.

And there is no armour

A mod goes on the weapon. There is no armour slot in this game and no armour mod — an Operator equips a weapon, up to four Weapon Mods and up to three Utilities, and that is the whole loadout. Armor appears on the character sheet as a statistic beside Health and Defense, not as a thing you equip.

Armour sets exist and are cosmetic: Phase I and Phase II clone designs in the base game, ARC Trooper in the Deluxe edition, all changing appearance and colour channels rather than statistics. The armour-flavoured equipment that does have an effect — the Underlays — occupies a Utility slot like a grenade does.

Confirmed

The rules as officially stated

  • Each of the four attachment slots — Barrel, Cell, Scope and Stabilizer — holds four lines of mods, and the steps within a line share an effect and differ only in value.
  • There is no armour slot. An Operator equips a weapon, up to four Weapon Mods and up to three Utilities, and nothing else.
  • 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

  • Choose the line before the item. Four lines compete for a slot and every step in a line does the same thing, so the decision is which effect you want there — the step is just how far the campaign has taken you.
  • Buy critical chance before critical damage. They are in different slots, and the Barrel line that adds critical damage is close to worthless until the Scope line that adds critical chance has been fitted.
  • 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.

Still unverified

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

  • What most individual mods are worth. Sixteen lines have a published span and eleven mods have a published figure; the other fifty-three named mods have neither, and none has been estimated from the ones around it.
  • Whether a line's steps are evenly spaced. Three lines say no, which is why nothing here is interpolated.
  • 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: Difficulty — the writer played on Hard, "third highest out of four difficulties", and "the cutely named Beskar mode is this game's equivalent for XCOM's Ironman, with no reloading previous saves". That line was the basis of this site's difficulty record from 2026-08-19 and was missing from this locator until 2026-08-27; a cited claim whose location is not recorded is a claim nobody can re-check. 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

  • 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".

  • 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.

  • 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.