Evidenced before launch
Ion Modulator on a Pistol
A per-attack bonus fitted to the weapon that attacks three times a turn.
- Confidence
- Strongly supported
- Verified
- 29 August 2026
- Version
- Pre-release evidence, plus retail launch-build observations (August 2026)
What it needs
- In the squad
- Ion Modulator · A Pistol
- The builder checks
- The Ion Modulator fitted to an Operator carrying a Pistol.
Mechanism
Why it works
A Pistol costs 1 Action Point a shot, every shot, so three attacks fit in a standard three-point turn. That is the most attacks any of the four weapon types gets, and it is corroborated by two launch-week outlets in two languages.
The Ion Modulator's bonus is described as applying to attacks against ray shields rather than once per turn. A per-attack bonus multiplies by the number of attacks, so the same mod is worth roughly three times as much here as on a Longarm firing once.
Against a shield regenerating 46 a round, that multiplication is the whole point: the counter to regeneration is sustained damage rather than one large hit, which is the same reason Repeaters and Longarms are named for concentrated fire and the mod is not.
The source states the fitting and the reason together — put it on a Blaster Pistol so you can use it multiple times per turn — so this is guidance being repeated rather than inferred.
Cost
What it gives up
The Pistol has the lowest base damage of the four at 6, and Defense is flat reduction subtracted per hit — so the weapon that applies the bonus most often is also the one that loses the most to armour. The mod slot is also spent on an anti-droid answer that does nothing in a mission without droids.
Still unverified
The retail game is out. These are the points we have not yet reproduced or measured reliably enough to state as fact — recorded rather than guessed at.
- The size of the bonus, which decides whether three small applications beat one large one.
- Whether the bonus is a flat addition or a multiplier. A flat bonus favours the Pistol; a multiplier favours the Longarm's 12 base and +12 critical.
- Whether a Pistol's three shots are realistic in a turn that also involves moving. Three attacks assume the Operator is already in position.
Read next
Sources
- 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.
- PC Review — 'Star Wars Zero Company'
WorthPlaying · Tier 3 — Retail review · accessed 27 August 2026
Supports: Weapons — "Regardless of specialization, operators can use any of the game's four ranged weapon types: blaster pistols, blaster rifles, longarms (sniper rifles), and repeaters (machine guns)", and "Blaster pistols deal the least damage but always cost one AP to fire. Blaster rifles cost one AP for the first shot and two for the second, using all three AP an operator starts with each turn. Longarms always cost two AP but offer the longest range." No cost is given for the Repeater. Progression — "Focus points can be completely reset and reallocated at any time, so you're never stuck with a bad build." Bonds — "Reaching a new bond level lets you choose one of three permanent buffs for both operators, including increased health, ranged accuracy, movement range, or additional Focus points." Published 2026-08-26
- Star Wars Zero Company — najlepsza klasa broni: blaster, karabin i pistolet
PPE.pl · Tier 3 — Retail review · accessed 27 August 2026
Supports: Weapon class table, columns "Klasa broni | Koszt PA | Obrażenia broni | Obrażenia krytyczne | Zasięg | Typ broni", repeated in the per-weapon descriptions below it. Blaster długodystansowy (Longarm) — "Obrażenia: 12 | Krytyczne: +12 | Zasięg: Długi", "Wymaga 2 PA do wykonania strzału (wolna broń)". Karabin blasterowy (Rifle) — "Obrażenia: 10 | Krytyczne: +6 | Zasięg: Średni", "Pierwszy strzał w turze kosztuje tylko 1 PA (jako broń szybka), a każdy kolejny w tej samej turze wymaga 2 PA". Blaster powtarzalny (Repeater) — "Obrażenia: 8 | Krytyczne: +4 | Zasięg: Średni", "Ciężka broń automatyczna. Ma niskie obrażenia bazowe, ale zyskuje znaczne premie przy strzałach za 2 PA lub 3 PA. Oddanie strzału zawsze zużywa wszystkie pozostałe PA w danej turze" — no figures given for that bonus. Pistolet blasterowy (Pistol) — "Obrażenia: 6 | Krytyczne: +4 | Zasięg: Krótki", "każdy strzał kosztuje zaledwie 1 PA". The guide's own verdict names the Rifle the best general-purpose weapon, for economical AP use and balanced damage. No accuracy figure and no Modification Slot count anywhere on the page. Bylined Mateusz Wróbel, published 2026-08-26