Gaming How-To

Star Wars Zero Company: How to Upgrade Weapons

Both weapon systems explained, from slotting mods in the Armory to buying permanent damage upgrades at the Den.

Both weapon systems explained, from slotting mods in the Armory to buying permanent damage upgrades at the Den.

You only ever carry four weapons across an entire campaign of Star Wars Zero Company, so making those blasters hit harder is less about finding better loot and more about working two separate systems back at the Den. One of them is free and can be changed before every mission. The other costs credits and applies permanently to every operator using that weapon type.

Quick answer: Use the Armory in The Den to slot weapon mods onto a specific operator’s blaster, and use the Den’s Upgrade console under the Weapons tab to buy permanent stat upgrades for the Longarm, Pistol, and Repeater categories.


Weapon mods vs. Den weapon upgrades

These two systems stack, and neither replaces the other. Mods are physical attachments tied to one operator’s gun. Den upgrades are blanket improvements to a whole weapon category.

Weapon mods (Armory)Weapon upgrades (Den)
CostFree to equip or unequipCredits, paid per node
ScopeOne operator’s blasterAll blasters of that type
ReversibleYes, swap any timeNo, permanent
Where you get themBlack Market, mission and Operation rewards, Zone rewardsBought outright at the Upgrade console

How to equip weapon mods at the Armory

From the holotable room in The Den, walk to the back right corner and interact with the Armory table. You can also reach the same screen from the operator selection screen right before a mission by clicking an operator and choosing “Open Armory”.
Pick the operator and the blaster you want to work on. The weapon panel shows the model, such as the DC-15LE Repeater, along with the options to equip mods, change weapon, or customize appearance.
Armory weapon panel showing the DC-15LE Repeater and the Equip Mods option
The Armory’s weapon tab with the DC-15LE Repeater selected, listing Equip Mods, Change Weapon, and Customize Appearance. Image: Bit Reactor
Select “EQUIP MODS” on the left, then choose the slot you want to fill. Mods are split into four categories, and you can only run one mod from each category on a weapon at a time.
Mod categoryExample mods
BarrelIncendiary Modulator
CellSingle Coil Condenser
ScopeTracking Scope, Targeting Scope
StabilizerBalancing Stabilizer, Type-K Ergonomic Stabilizer
Choose an available mod, such as the Second Generation Amplifier, and confirm. The mod appears in the slot immediately, and the weapon’s listed stats or effects update to match.

Mods do not follow a weapon type around your roster. If a Type-K Ergonomic Stabilizer is sitting on Trick’s blaster, no other operator can use that same mod until you pull it off. A portrait icon on the mod screen tells you who currently has each one. Since removing a mod costs nothing, move your best pieces onto whoever is actually deploying.

Mods come in four rarity tiers: Basic, Superior, Exquisite, and Exotic. Basic is the most common and Exotic is genuinely rare. Most of a campaign runs on Superior and Exquisite gear, since those are the usual mission and Operation payouts.


Where to get more weapon mods

Four sources feed your mod collection: completing Missions, completing Operations, buying from the Black Market, and Zone rewards. Missions and Operations hand out mods fairly often, usually at Superior rarity, which is the reliable trickle if you are short on credits.

The Black Market is the tab you should be checking constantly. It restocks with a fresh set of utility items and weapon mods every cycle, so open it after each mission rather than once in a while.

Black Market tab showing the Trauma Kit priced at 1,500 credits
The Armory’s Black Market tab, with the Trauma Kit listed at 1,500 credits alongside its healing description. Image: Bit Reactor

You can also improve what the Black Market sells. The Black Market Quality node in the Den’s Facilities menu raises the baseline stock from Basic to Superior on its first level, and the second level cuts prices by 15 percent. Zone Leth rewards also push higher-quality gear into the store. Because mods are expensive, favor ones that stay useful across several operators instead of one narrow build.


How to unlock more weapon mod slots

At the start of a campaign, every blaster has a single weapon mod slot. That can be expanded to four, one for each mod category, and there are exactly three ways to get the extra slots.

MethodWhat it takes
Additional Weapon Mod Slot nodeRaise the Den to Level 4, then build the node in the Crew upgrade menu for a couple of thousand credits
Zone Forn Tier 3 rewardMax out influence in Zone Forn; the slot is granted to your entire crew instantly
Modification AttachmentPick it during the Underworld Intel Choice Operation, which appears much later in the campaign

Note: the Underworld Intel choice makes you pick between an extra utility slot and an extra weapon mod slot. Taking one locks out the other for the rest of that playthrough, and there is no way to undo it.


How to buy permanent weapon upgrades at the Upgrade console

Interact with the Upgrade console in the Den. The menu opens on tabs for Facilities, Crew, and Weapons.
Select the “WEAPONS” tab. Along the top of the screen are icons for Longarm, Pistol, and Repeater. Click between them to swap the upgrade tree below to that weapon category.
Pick the node you want, such as Repeater Damage I or Longarm Critical Chance I, and pay the credit cost to build it. The node then shows as active or under construction on the tree, which is your confirmation that the purchase went through.
Weapons upgrade tree with Repeater Damage I selected and building
The Weapons tab of the Upgrade console, with Repeater Damage I currently being built. Image: Bit Reactor

Each category carries its own version of the same broad node types, so what you buy depends entirely on which blasters your squad actually fields.

Node typeWhat it does and when to buy it
DamageFlat, consistent increase to that weapon’s output. The safest credit spend for any squad.
Critical ChanceWorth it only if you are already stacking crit through skills, gear, and Bond upgrades.
Movement DistanceMore repositioning room. Strong when two or more operators share that weapon type.
Range and OverwatchEffective range shifts with the game’s difficulty setting, so test in the field before investing.

Movement Distance nodes for Pistol and Rifle open up at Den Level 2, and base Damage nodes become available at Level 3 for every category except the Longarm. Later tiers, like Repeater Damage II, sit behind the first rank in the same line.


Credits are tight throughout the campaign, and permanent upgrades cannot be refunded, so the practical order is to buy Damage nodes for the weapon types your regulars carry, add Critical Chance only where a build already leans on crits, and put anything left over toward Black Market Quality and the Additional Weapon Mod Slot. Mods themselves cost nothing to move, so make a habit of re-checking every operator’s slots on the prep screen before a mission.