Campaign
The campaign has a perk system nobody who played it mentioned
20 Armor Mods and 48 mods across four Special Gear items (Injector, Disruptor, Stim and Pulse Drone). 23 of the 68 carry a number. None of it appeared in any campaign preview.

The campaign has its own mod system, and almost nothing has been written about it. Where a Squad Perk in Horde Siege is shared across a whole squad, these sit on one player: an Armor Mod occupies a slot on your class, and a Special Gear Mod occupies a slot on whichever one of your four Tactical Gear items (rechargeable gadgets: Injector, Disruptor, Stim or Pulse Drone) your class carries.
20 Armor Mods
Every Armor Mod has a single tier, with no upgrades. Six come with a number.
| Mod | Tier | Effect | Value |
|---|---|---|---|
| Ammo Scavenger | 1 | Enemies have a chance to drop an ammo magazine when killed | — |
| Best Defense | 1 | Killing an enemy from cover heals you | — |
| Blood Mag | 1 | Executing an enemy grants a Perfect Magazine | — |
| Deep Pockets | 1 | Increased ammo reserves | +25% max spare ammo |
| Equipment Scavenger | 1 | Enemies have a chance to drop equipment when killed | — |
| Executioner | 1 | Take no damage while executing and heal when complete | — |
| Grab 'N Go | 1 | Manual revives grant a Perfect Magazine and heal you | — |
| Hardened Cover | 1 | Improved defense while in cover | −15% damage taken |
| Hardened Resolve | 1 | Improved defense while at low health | −25% damage taken |
| Kill Credit | 1 | Critical kills have a chance to supply ammo | — |
| Mag Triage | 1 | Getting a Perfect Reload heals you | — |
| Melee Stunner | 1 | Melee attacks are better at inflicting Stunned | — |
| One Shot | 1 | Critical kills grant a Perfect Reload | — |
| Pack Mule | 1 | Gain one additional Equipment slot | — |
| Proximity Regen | 1 | Close-range kills heal you | — |
| Proximity Reload | 1 | Close-range kills grant a Perfect Reload | — |
| Rock Steady | 1 | Improved weapon recoil | −25% bloom and recoil |
| Salt Dog | 1 | Improved max health and health regeneration | +25% max health, +25% health regen |
| Smooth Operator | 1 | Improved aim, weapon swap, and reload speeds | −25% aim transition time, −15% reload/swap/equip time |
| Stacks on Stacks | 1 | Carry more Equipment per slot | — |
48 Special Gear Mods, across four items
Each Special Gear item runs its own set of mods, tiered 1 to 3, and the same handful of names (Burst Capacitor, Retention Battery, Focal Lens) recur across more than one item because they do the same generic job (cooldown, duration, range) for whichever gear they’re slotted into.
Injector Mods
| Mod | Tier | Effect | Value |
|---|---|---|---|
| Adrenal Cascade | 1 | Kills with Adrenaline extend Adrenaline time | — |
| Burst Capacitor | 1 | Injector has improved cooldown | −25% cooldown |
| Hemostatic Valve | 1 | Executions clear Injector cooldown time | — |
| Retention Battery | 1 | Injector grants more Adrenaline time | +1.35s of Adrenaline per use |
| Fortifying Compound | 2 | Improved defense with Adrenaline | −15% damage taken |
| Regenerative Compound | 2 | Improved health regeneration with Adrenaline | −15% regen delay, +25% regen rate |
| Resistance Compound | 2 | Reduced duration and damage from status effects with Adrenaline | −50% damage taken while status-afflicted |
| Vitality Amplifier | 2 | Kills with Adrenaline heal you | — |
| Perfect Amplifier | 3 | Kills with Adrenaline grant a Perfect Reload | — |
| Reflex Compound | 3 | Active Reload grants Perfect Reload with Adrenaline | Forces the full Active Reload window |
| Stability Compound | 3 | Improved weapon recoil and stability with Adrenaline | −25% bloom and recoil, −50% sway rate, +50% flinch resistance |
| Volatility Amplifier | 3 | Kills with Adrenaline have a chance to detonate the enemy | — |
Disruptor Mods
| Mod | Tier | Effect | Value |
|---|---|---|---|
| Burst Capacitor | 1 | Disruptor has improved cooldown | −25% cooldown |
| Grounded Capacitor | 1 | Kills from cover reduce Disruptor cooldown time | — |
| Retention Battery | 1 | Disruptor has increased duration | +50% duration |
| Stunned Capacitor | 1 | Killing a Stunned enemy reduces Disruptor cooldown time | — |
| Execution Capacitor | 2 | Executing an enemy reduces Disruptor cooldown time | — |
| Radial Emitter | 2 | The Disruptor wave changes to circular and expands outward in all directions | — |
| Reload Servo | 2 | Deploying the Disruptor grants a Perfect Magazine | — |
| Wave Condenser | 2 | The Disruptor wave breaks enemy helmets | — |
| Explosive Resonance | 3 | Your Stunned enemies have a chance to detonate on death | — |
| Healing Resonance | 3 | Killing your Stunned enemies heals | — |
| Incendiary Emitter | 3 | The Disruptor wave burns enemies | — |
| Vulnerability Resonance | 3 | Your Pulsed enemies take more damage from all sources | — |
Stim Mods
| Mod | Tier | Effect | Value |
|---|---|---|---|
| Braced Capacitor | 1 | Kills from cover reduce Stim cooldown time | — |
| Burst Capacitor | 1 | Stim has improved cooldown | −25% cooldown |
| Retention Battery | 1 | Stim has increased duration | +50% duration |
| Revive Valve | 1 | Manual revives clear Stim cooldown time | — |
| Focal Lens | 2 | Stim has increased range | +50% range |
| Tempo Emitter | 2 | Stim waves reduce Tactical Gear cooldowns for Squad | — |
| Vitality Emitter | 2 | Stim waves have increased healing and remove Stunned | +100% healing |
| Vulnerability Field | 2 | Enemies in the Stim area take more damage from all sources | — |
| Fortifying Field | 3 | The Stim area improves defense for Squad | — |
| Reflex Field | 3 | The Stim area makes Active Reloads grant Perfect Reloads for Squad | — |
| Suppression Field | 3 | The Stim area slows enemies | — |
| Synaptic Field | 3 | The Stim area improves weapon recoil and aim, weapon swap, and reload speeds for Squad | — |
Pulse Drone Mods
| Mod | Tier | Effect | Value |
|---|---|---|---|
| Burst Capacitor | 1 | Pulse Drone has improved cooldown | −25% cooldown |
| Feedback Resonance | 1 | Killing your Pulsed enemies reduces Tactical Gear cooldown time | — |
| Focal Lens | 1 | Pulse Drone has increased range | +50% range |
| Precision Capacitor | 1 | Critical kills reduce Pulse Drone cooldown time | — |
| Explosive Resonance | 2 | Your Pulsed enemies have a chance to detonate on death | — |
| Healing Resonance | 2 | Killing your Pulsed enemies heals | — |
| Reload Resonance | 2 | Killing your Pulsed enemies grants a reload | — |
| Vulnerability Resonance | 2 | Your Stunned enemies take more damage from all sources | — |
| Echo Resonance | 3 | Your Pulsed enemies have a chance to Pulse on death | — |
| Pulsed Scavenger | 3 | Pulsed enemies have a chance to drop an ammo magazine on death | — |
| Retention Battery | 3 | Pulse Drone has increased duration | +100% duration |
| Spherical Emitter | 3 | The Pulse Drone wave changes to circular and expands outward in all directions | 6,000-unit radius, circular |
Effects are the game’s own description text. A dash means the game gives no number for that mod, almost always because it is a mutator (it changes a rule, like “enemies drop ammo,” rather than a number that scales). Executioner and Stacks on Stacks are dashes too: no number is known for either.
Why the preview coverage missed this
Every campaign preview this site tracks mentions Hardcases and Secondary Objectives (optional side missions), both campaign systems. None of them names an Armor Mod, an Injector Mod, a Disruptor Mod, a Stim Mod or a Pulse Drone Mod, not even in passing. Until now that absence was ambiguous: either the system existed and no preview mentioned it, or it was not in the version that was previewed. The finished game settles it. All 68 mods are in the game, named and described, with numbers behind more than a third of them. The system exists. The silence around it was a gap in press coverage, not in the game.
Horde Siege’s 27 Squad Perks are bonuses shared by the whole squad and bought with Energy, the in-mission currency. They have their own names, such as Increased Damage, Cache Discount and Stimergy. Nothing here shares a name or an icon with that list.
See also: All 140 campaign collectibles.