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Mods and Customization
August 20, 2026 at 03:18 AM
Created page covering the three mod classes, Weapon Parts economy, cross-class sharing and the Versus exclusion
Gears of War: E-Day adds a modification system that lets players change how their gear performs. Three separate mod classes exist, and all three are unlocked on the Horde Siege Classes level tracks. This is the first time a mainline game in the series has let players modify its guns.
Mode | Mods available |
|---|---|
Yes. Weapon Mods, Armor Mods and Tactical Gear Mods all apply. | |
Weapon Mods are available. | |
No. There are no weapon mods in Versus at all, so every player starts a match on identical footing. |
Class | What it changes |
|---|---|
Weapon Mods | Modify the guns themselves. Some are subtle, nudging a weapon in a tactical direction; others change how it functions outright. The named example is attaching a bayonet to the Gnasher. |
Armor Mods | Upgrade the soldier rather than the gun: health, ammunition reserves and weapon swap speed, plus unique benefits such as gaining perfect active ammunition from executions. |
Tactical Gear Mods | Improve a class's unique equipment by reducing cooldowns, increasing range and adding extra effects. |
The stated design goal is that the three interact. Finding the combinations that compound, rather than picking the strongest single mod, is what the studio describes as the key to the higher difficulty tiers.
Unlocking a Weapon Mod on a class track is only half the process. Each mod then has to be bought with Weapon Parts before it can be equipped.
Source | Detail |
|---|---|
Class progression | Some Weapon Parts are earned simply by advancing a class level |
Horde Siege missions | The main source. Parts are earned during missions and are the reason to run harder difficulties |
Secondary objectives | Optional in-mission tasks pay out Weapon Parts among other rewards |
Weapon Part Stockpiles | A COG Resupply type that rewards varying amounts, but only if squads coordinate with each other. See Energy and Supply Caches |
Weapon Parts collected during a mission are only kept if the squad successfully extracts. At least one squad member has to board the Raven for the mission to complete, and failing that means losing every part earned in that run. That single rule is what gives the extraction phase real weight, and it is why a squad deep into a run has a growing reason to play carefully.
Weapon customisation carries between classes. Modifying a Prototype Lancer while playing Assault means the same mods and cosmetics apply whenever any other class equips that weapon. There is no per-class re-grind for the same gun, so investment in a weapon is investment in your whole account rather than in one loadout.
Weapon skins are a separate system from mods and work on the same shared principle: a skin unlock covers the full set and applies to any customisable weapon, so a skin never has to be re-acquired per gun. Skins, poses, banners, emblems, icons, titles and menu music are all covered on Cosmetics and Currencies. Classes are cosmetically independent too, so any class can be played with any character skin.
The Premium Edition includes a Bravo Squad Signature Weapon Pack, which is for use in the campaign only rather than in multiplayer. It is itemised on Editions and Pre-Order Bonuses, and the weapon roster it applies to is on Weapons.
The full mod list has not been published for any weapon, class or armour slot, and no Weapon Part costs or per-level unlock tables exist yet. Only the systems and the named examples above are confirmed.