Weapon modding in Star Wars Zero Company starts deceptively small: every weapon has four mod slots, but you begin the campaign with only one unlocked, and the other three are gated behind three completely different systems. Here’s the full modding structure and exactly how to open every slot.
The Weapon and Mod Structure
Four weapon types: Longarm, Repeater, Rifle, and Pistol. Each carries four mod slots:
- Barrel
- Power Cells
- Scope
- Stabilizer
Each slot takes mods from families that come in four ranks, and ranks are straight upgrades: a Rank 3 mod of a family beats its Rank 2 with no tradeoff, so upgrading within a family you like is always correct.
How to Unlock the Other Three Slots
The three locked slots each have their own key:
- Den Level 4 facility node. Progress your base, the Den, to level 4 and take the facility upgrade node that expands weapon modification.
- Max out Zone Forn influence. The campaign’s zone influence system pays infrastructure rewards at thresholds, and Forn’s maxed track includes a mod slot.
- An Underworld Intel choice operation. One of the intel-driven choice operations offers the final slot as its reward; when the Underworld option shows a weapon modification payoff, that’s the one.
The practical consequence: your full four-slot builds come online mid-campaign, so early weapon buying should favor the weapon types your core squad will still be using then.
Where Mods Come From
- The Black Market, whose stock refreshes every cycle; check it each time you’re back at the Den, since rank upgrades for your equipped families show up here.
- Operation rewards, which is where choice operations and zone play feed your arsenal.
Modding Priorities
- Mod the finishers first. A Rank-upgraded Longarm on Jae Mordant (whose Final Shot executes weakened targets) converts to more kills than the same investment spread thin; see our squad guide for who earns the gear.
- Stabilizer and Scope families reduce variance, which matters more on Hard and Expert where a missed 85% shot becomes an Injury.
- Don’t hoard credits against a mythical perfect mod: the four-rank family structure means incremental upgrades always carry forward as value.
Frequently Asked Questions
Are mods weapon-locked or transferable? Mods socket into weapons; plan per-weapon rather than as a shared pool, and prioritize the four guns your main squad actually fields.
Do all four weapon types share the same slot names? Yes: Barrel, Power Cells, Scope, Stabilizer across Longarm, Repeater, Rifle, and Pistol.
When should I have all four slots? Mid-campaign, if you pursue all three unlock routes as they appear; the Den level and Forn influence tick up through normal play.
Is there a best mod family? Coverage agrees on the structure more than a single meta family; within a slot, take the family whose stat fixes your operator’s weakness, then chase its ranks.