Gaming Guide

Gears of War: E-Day Weapon Mods and Mod Slots, Explained

How slots unlock, where mods come from, and every weapon mod and effect confirmed on each gun.

How slots unlock, where mods come from, and every weapon mod and effect confirmed on each gun.

Image: The Coalition

During the Gears of War: E-Day campaign, weapon mods let you adjust individual guns, affecting accuracy, reload behavior, ammo type, magazine capacity and other traits. Each weapon has a Perfect Reload row and three numbered mod slots; most slots require an unlock before you can use them. Here’s how the system works, where to get mods and slot unlocks, and what each weapon can receive.

Quick answer: Every weapon starts with slot 1 open and slots 2 and 3 locked. Find a “General Mod Slot” reward for that weapon in a Hard Case or Secondary Objective to open them, then register and fit mods at a Supply Cache.


How mod slots work on each weapon

Each weapon’s mod screen has the same layout. A separate, unnumbered Perfect Reload row sits at the top and changes what a Perfect Reload grants. Most guns begin with Full Metal Jacket there, which adds Perfect Ammo damage. Below it are three slots numbered 1, 2 and 3.

Slot 1 is open from the start. Slots 2 and 3 read SLOT LOCKED until you find the matching unlock for that specific gun. Each slot shows EMPTY, SLOT LOCKED, or a fitted mod with short plus and minus lines such as “++ Accuracy” or “– Damage”. Opening a slot shows GENERAL MODS with a found/total counter and groups the mods under MISC, BARREL, MAGAZINE, STOCK, SCOPE, BODY and AMMO headings. A fitted mod carries the label “EQUIPPED IN MOD SLOT: 1” (or 2, 3).

The Prototype Lancer, Gut-Puncher, Snub, Hammerburst, Gnasher and Breechshot all begin with slot 1 empty and slots 2 and 3 locked. The Lancer Mk1 is the exception, starting with Police Receiver (“+++ Accuracy”, “– Damage”) already fitted in slot 1.


Where mods and mod slots come from

Mods and slot unlocks arrive from two places: yellow Hard Cases lying around the levels, and finishing Secondary Objectives. The system opens in Act 2, Chapter 2, Hold the Line, at the first Supply Cache outside the stadium. The tutorial card that appears there reads: “You now have access to Weapon Mods in the Supply Cache.” It tells you to find Hard Cases and finish Secondary Objectives to unlock new Weapon Mods and Mod Slots, and to customize your weapons at Supply Caches, where each weapon is saved with its configuration.

Weapon Mods tutorial card115:21Weapon Mods tutorial card
The tutorial card that opens the mod system, shown at the first Supply Cache outside the stadium in Act 2, Chapter 2. Shown at 115:21 in MKIceAndFire’s video. Image: The Coalition

Hard Cases are yellow cases on the ground. Press X to “Open Hard Case”, and a gold banner names each reward in turn at the top of the screen, with small dots above it showing how many items are inside. “HARD CASE EMPTIED” appears on the left once it is done. A single case can give one or more things. Every reward is tied to one named weapon, written like “HOLO SIGHT / HAMMERBURST MOD”, so rewards often arrive for guns you are not currently holding and simply wait for you in the cache.

Finishing a Secondary Objective pays out the same gold banners. Two early objectives in Hold the Line hand over “BAYONET / HAMMERBURST MOD” and “COVER BRACE / LANCER MK1 MOD”, then later “PRECISION LONG BARREL / BREECHSHOT MOD” and “BAYONET / GNASHER MOD”. After a pickup you may see the card “SUPPLY CACHE REMINDER / Get back to a Supply Cache to register and equip your mods.”

A reward marked “GENERAL MOD SLOT” followed by a weapon name unlocks that gun’s next slot. At the next Supply Cache you visit, slot 2 will appear as EMPTY. Unlocking slot 3 takes another reward for that same weapon. By Act 4, the Prototype Lancer and Snub have all three slots available, but the Gut-Puncher’s third slot remains locked. Tactical Gear and armor also have separate slot rewards and mods, which you install in the same way.

Hard Case opens Gnasher mod slot139:25Hard Case opens Gnasher mod slot
A Hard Case handing out a General Mod Slot for the Gnasher, which opens that gun's next slot. Shown at 139:25 in MKIceAndFire’s video. Image: The Coalition

A mod unlock and an available slot are separate requirements. You must register and equip the mod at a Supply Cache before it has an effect, and your number of equipped mods cannot exceed your unlocked slots.


Fitting mods at a Supply Cache

At a Supply Cache, press X (Modify) on the weapon you want to change. A yellow “NEW MODS AVAILABLE” label and yellow “!” badges mark any guns and mods you have not looked at yet.
Highlight a slot and press A (Change Mod). If the slot already holds something, press X (Remove Mod) first.
Pick a mod from the list and press A (Equip Mod). Press B to back out. The slot then shows the fitted mod with its plus and minus lines, and the weapon keeps that configuration from then on.

When two mods conflict

Some mods cannot be fitted together. With Forged Barrel in the Snub’s slot 1, highlighting Precision Long Barrel for slot 2 adds a yellow diamond and the warning “This mod conflicts with one of your currently equipped mods.” The prompt switches from A Equip Mod to A Replace Conflicting Mod, and the clashing fitted mod picks up the same yellow diamond.

Forged Barrel and Precision Long Barrel both belong to BARREL, so mods assigned to the same gun part conflict. Mods in separate categories can be used together: examples include Forged Barrel with Extended Magazine on the Snub, and Precision Rifling, Active Compensator and Skeleton Frame on the Prototype Lancer. MISC mods do not count as one shared gun part; for instance, Slick Breech and Auto-Pouch can both be equipped on the Gnasher without a warning.


Every weapon mod seen, by weapon

The lists below cover the mods confirmed on each gun. The cache counters show more exist than are shown here (the Prototype Lancer, for example, reads 10 of 15 general mods found). Where a mod was only seen as a pickup banner, its name is listed without an effect, because its description screen was never opened.

Prototype Lancer

ModSlotEffect
Full Metal JacketPerfect Reload++ Perfect Ammo damage
Chainsaw AutoloaderMiscA chainsaw execution awards a Perfect Reload.
Chainsaw ExtractorMiscChainsaw executions leave behind a small ammo refill.
Chainsaw SuperchargerMiscChainsaw revs up faster
Precision RiflingBarrelIncreased critical damage and accuracy
Active CompensatorStockSteadily increasing accuracy during sustained fire
Cover BraceStockAccuracy improves greatly when you fire from cover.
Holo SightScope1.3x toggle zoom, slightly increased accuracy
Tactical ScopeScopeRanged scope, 2x to 4.5x toggle zoom
Huge MagazineMagazineGreatly increased capacity, slower aim and reload
Skeleton FrameBodyImproved aim and swap speed, faster aimed movement
Prototype Lancer mod list575:42Prototype Lancer mod list
The Prototype Lancer mod menu, with its slots and general mods grouped by part. Shown at 575:42 in MKIceAndFire’s video. Image: The Coalition

Snub

ModSlotEffect
Full Metal JacketPerfect Reload++ Perfect Ammo damage
Double-Tap BurstMiscTwo-round burst, faster fire, less range and accuracy
LaserMiscA visible dot appears on the reticle whenever you are not aiming.
Forged BarrelBarrelIncreased accuracy and damage range
Precision Long BarrelBarrelMore critical damage, accuracy, shots pierce targets
Extended MagazineMagazineIncreased capacity (reserve 132 to 136)
Aim StabilizerStockIncreased accuracy when aiming

Gut-Puncher

ModSlotEffect
Shaped ChargePerfect ReloadPerfect Ammo with increased damage
Overcharged AmmoPerfect ReloadPerfect Reloads provide Perfect Ammo with a larger explosion radius.
Acid RoundsAmmoCreates a persistent acid hazard that damages enemies
Concussion RoundsAmmoLarger area, inflicts Stunned, deals no damage
Incendiary RoundsAmmoCreates a persistent fire hazard that ignites enemies
Extended BeltMagazineIncreased capacity (12 to 14)
Gut-Puncher ammo mods list522:40Gut-Puncher ammo mods list
The Gut-Puncher's ammo mods, which swap its round type for acid, stun or fire effects. Shown at 522:40 in MKIceAndFire’s video. Image: The Coalition

Gnasher

ModSlotEffect
Full Metal JacketPerfect Reload++ Perfect Ammo damage
Slick BreechMiscGreatly increased reload speed
BayonetMiscAdds a bayonet for quick attacks and bayonet charge
Auto-PouchMiscReloads automatically after being stowed briefly
Composite ChassisBodyFlinch and sway are reduced while aiming or looking through a scope.
Skeleton FrameBodyImproved aim and swap speed, faster aimed movement

Springloaded Mag (Perfect Reload) and High Capacity Mag were also picked up for the Gnasher as reward banners.

Lancer Mk1

The Lancer Mk1 uses Full Metal Jacket on its Perfect Reload row and starts with Police Receiver (“+++ Accuracy”, “– Damage”) already in slot 1. Picked up for it as reward banners: Cover Brace, Extended Magazine and Cut Magwell.

Hammerburst

For the Hammerburst, Springloaded Mag is the Perfect Reload mod, with the effect “++ Perfect Ammo fire rate”. Its reward banners include Bayonet, Incendiary Ammo, Holo Sight, Huge Magazine, Composite Chassis and Mobile Stabilizer.

Breechshot

The Breechshot uses Full Metal Jacket on its Perfect Reload row. Picked up for it as reward banners: Precision Long Barrel, Hardened Ammo, Combat Scope and Skeleton Frame.

Longshot

The Longshot carries Full Metal Jacket on its Perfect Reload row and holds Marksman Scope (“3x single zoom”, “+ Aim speed”) in slot 1. Picked up for it as reward banners: Precision Long Barrel, Forged Barrel, Detonator Ammo and Tactical Scope.


Armor and Tactical Gear mods

The same Hard Cases also hold armor and tactical gear mods, which fit into their own slots in the cache. COG armor mods tune survival and recovery:

  • Hardened Cover — improved defense while in cover
  • Rock Steady — improved weapon recoil
  • Proximity Reload — close-range kills grant a Perfect Reload
  • Ammo Scavenger — enemies may drop an ammo magazine when killed
  • Proximity Regen — close-range kills heal you
  • Best Defense — killing an enemy from cover heals you
  • Smooth Operator — improved aim, weapon swap and reload speed

Adrenaline Injector mods are sorted per slot, such as “SLOT 2 MODS 2/4”. Confirmed options include Burst Capacitor (improved cooldown), Regenerative Compound (improved health regeneration with Adrenaline), Fortifying Compound (improved defense with Adrenaline) and Reflex Compound (Active Reload grants a Perfect Reload with Adrenaline). The Sonic Disruptor has Retention Battery, which increases its duration.


Moving, swapping and paying for mods

A mod is tied to its weapon and cannot be moved to another gun. Rewards apply to a specific weapon, even though multiple guns can each have a mod with the same name: Skeleton Frame is available for the Prototype Lancer, Gnasher and Breechshot, while Bayonet is available for the Hammerburst and Gnasher. The mod screens show neither prices nor currency, so campaign mod fitting is free. Replacing a mod does not remove it; it remains listed and can be installed again at any Supply Cache whenever you want to alter your setup.