Gaming Guide

Gears of War: E-Day Armor Mods: Effects, Slots and How to Equip Them

A reference to the named COG Armor mods, what each one does, and the Supply Cache steps to fit them.

A reference to the named COG Armor mods, what each one does, and the Supply Cache steps to fit them.

Armor Mods in Gears of War: E-Day are passive perks you bolt onto your COG Armor, and they quietly change how Marcus survives a firefight. They cover defense, healing, reloads, ammo drops and how much equipment you carry. You collect them as you explore, then register and slot them at a Supply Cache.

Quick answer: Armor Mods are perks that work in the background and can be installed on COG Armor at a Supply Cache, which provides three mod slots. The game includes 20 armor mods; obtain them from Hard Cases or by completing Secondary Objectives.


Armor mods and their effects

Thirteen armor mods carry their full on-screen effect text in the Supply Cache inventory. These are the ones you can read and plan around directly. Each one applies as a passive bonus the moment it sits in an open slot.

ModEffect
Hardened CoverImproved defense while in cover
Rock SteadyImproved weapon recoil
Ammo ScavengerDefeated enemies may leave an ammo magazine behind.
Proximity ReloadA kill at close range earns you a Perfect Reload.
Smooth OperatorBetter aim, quicker weapon changes, and faster reloads
Hardened ResolveImproved defense while at low health
Proximity RegenClose-range kills heal you
Best DefenseKilling an enemy from cover heals you
Stacks on StacksCarry more Equipment per slot
One ShotCritical kills grant a Perfect Reload
Equipment ScavengerEnemies may leave equipment behind when they die.
Mag TriageGetting a Perfect Reload heals you
Blood MagExecuting an enemy fills a Perfect Magazine completely.
First two armor mods listed166:35First two armor mods listed
The first two armor mods you register, Hardened Cover and Rock Steady, sitting in the Supply Cache inventory. Shown at 166:35 in MKIceAndFire’s video. Image: The Coalition

If you want to read them by what they do rather than by name, they fall into a few groups. Hardened Cover and Hardened Resolve are defense. Proximity Regen, Best Defense and Mag Triage heal you. Proximity Reload, One Shot, Blood Mag and Ammo Scavenger feed reloads and ammo. Rock Steady and Smooth Operator improve handling, while Stacks on Stacks and Equipment Scavenger touch your equipment.


Three more mods named without effect text

Three further armor mods show up on reward banners as you progress, but their effect text is not laid out the same way. You will see Pack Mule, Executioner and Kill Credit named when you claim them. That brings the roster of named mods to 16 out of the 20 the game counts, which means four armor mods are not named at all.


Where each armor mod comes from

Mods and slots both drop from Hard Cases and from completing Secondary Objectives. Hard Case rewards usually arrive as two banners at once, often one armor mod paired with a weapon mod. Here is where the named mods turn up across the campaign.

ModWhere it comes from
Hardened CoverHard Case, Act 2 Chapter 2: Hold the Line
Rock SteadyHard Case, Act 2 Chapter 2: Hold the Line
Proximity ReloadReward banner, Hold the Line
Ammo ScavengerHard Case, Act 2 Chapter 3: No Gear Left Behind
Proximity RegenHard Case, No Gear Left Behind
Best DefenseHard Case, No Gear Left Behind
Smooth OperatorHard Case, Act 3 Chapter 1: Stranded
Stacks on StacksHard Case, Act 3 Chapter 3: Last Foothold
Equipment ScavengerHard Case, Act 3 Chapter 4: The Convoy
Blood MagAwarded for finishing the R.I.G. Experiment objective during Act 4, Chapter 1: Hope and Ruin
Pack MuleFound in a Hard Case during Act 4 Chapter 6: Critical Failure
ExecutionerReward banner, Critical Failure
Kill CreditHard Case, Act 5 Chapter 2: Ghost Town
Hardened ResolveNot established
One ShotNot established
Mag TriageNot established
Armor Mod Slot from a Hard Case158:27Armor Mod Slot from a Hard Case
An Armor Mod Slot drops from a Hard Case in the brick loading yard during Hold the Line. Shown at 158:27 in MKIceAndFire’s video. Image: The Coalition

Unlocking access to Armor Mods

The feature becomes available in Act 2, Chapter 2: Hold the Line. In a brick loading yard, opening a Hard Case triggers three notices in sequence: Armor Mod Slot, followed by Hardened Cover, then Rock Steady. You gain an open slot and your first two mods before the system is explained.

At the next Supply Cache, in the police station lobby, a tutorial card appears reading, “You now have access to Armor Mods in the Supply Cache.” From that point a dedicated Armor Mods tile sits under Tactical Gear, showing a chest-plate icon, the label COG Armor and a mods counter.

Armor Mods tutorial card166:23Armor Mods tutorial card
The tutorial card that unlocks Armor Mods at the police station Supply Cache in Hold the Line. Shown at 166:23 in MKIceAndFire’s video. Image: The Coalition

How to equip an armor mod at a Supply Cache

Register each mod at a Supply Cache before equipping it; you cannot change mods while out in the field. Any mod fits any vacant slot, as all three draw from a single shared inventory.

Open a Supply Cache and move to the Armor Mods tile under Tactical Gear. The right side shows COG Armor Mods with slots 1, 2 and 3, and the bar reads B Close, X Modify.
Choose Modify with X. The slots move to the center, while the Armor Mods Inventory appears on the right with its counter beside it.
Select an EMPTY slot, or a slot holding a mod you plan to replace. Choose a mod from the inventory and press A to Equip Mod; no further confirmation is needed.
Check the result. A fitted mod is tagged “EQUIPPED IN MOD SLOT: 1” or 2 in the inventory, and the slot row shows the mod’s name with a shortened effect line, such as Rock Steady “Improved recoil.” Press B to back out.

New mods you have not viewed yet carry a yellow “!” and the tile flags NEW MODS AVAILABLE, so you always know when a fresh perk is waiting to be slotted.


The three slots and the x/20 counter

Your COG Armor has three numbered mod slots. The first opens with your first armor reward, while slots 2 and 3 start as SLOT LOCKED. With only one slot open early on, a single perk is active at a time, so that first choice matters. A second Armor Mod Slot arrives later, in Act 4, Chapter 3: Tough as Nails, and by the Act 4 cache in Technical Difficulties slot 2 is already open with Ammo Scavenger in slot 1 and Rock Steady in slot 2.

The “MODS: x/20” reading on the COG Armor tile, and “ARMOR MODS INVENTORY x/20” in the list, are the same number: armor mods owned out of 20. It does not count how many are fitted, so it can read 13/20 with two mods equipped. Through the campaign it climbs from 2/20 early on to 16/20 at the cache before the dry-dock in Act 5, Chapter 4: Resolute. Since not every Hard Case and objective is covered, 16/20 is not the ceiling.

Armor mod inventory at 13/20483:42Armor mod inventory at 13/20
The Armor Mods Inventory reading 13/20 — the count of mods owned, not the number currently slotted. Shown at 483:42 in MKIceAndFire’s video. Image: The Coalition

Once slot 2 is available, you can equip two mods at the same time, such as Ammo Scavenger alongside Rock Steady. You must visit a Supply Cache to register and equip mods, and COG Armor is the only armor entry, so there are no other pieces to manage. Choose a perk for the situation where you keep dying, then change it at a later cache as you acquire more mods.