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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.

Updated 7 min read

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.

ModTierEffectValue
Ammo Scavenger1Enemies have a chance to drop an ammo magazine when killed—
Best Defense1Killing an enemy from cover heals you—
Blood Mag1Executing an enemy grants a Perfect Magazine—
Deep Pockets1Increased ammo reserves+25% max spare ammo
Equipment Scavenger1Enemies have a chance to drop equipment when killed—
Executioner1Take no damage while executing and heal when complete—
Grab 'N Go1Manual revives grant a Perfect Magazine and heal you—
Hardened Cover1Improved defense while in cover−15% damage taken
Hardened Resolve1Improved defense while at low health−25% damage taken
Kill Credit1Critical kills have a chance to supply ammo—
Mag Triage1Getting a Perfect Reload heals you—
Melee Stunner1Melee attacks are better at inflicting Stunned—
One Shot1Critical kills grant a Perfect Reload—
Pack Mule1Gain one additional Equipment slot—
Proximity Regen1Close-range kills heal you—
Proximity Reload1Close-range kills grant a Perfect Reload—
Rock Steady1Improved weapon recoil−25% bloom and recoil
Salt Dog1Improved max health and health regeneration+25% max health, +25% health regen
Smooth Operator1Improved aim, weapon swap, and reload speeds−25% aim transition time, −15% reload/swap/equip time
Stacks on Stacks1Carry 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

ModTierEffectValue
Adrenal Cascade1Kills with Adrenaline extend Adrenaline time—
Burst Capacitor1Injector has improved cooldown−25% cooldown
Hemostatic Valve1Executions clear Injector cooldown time—
Retention Battery1Injector grants more Adrenaline time+1.35s of Adrenaline per use
Fortifying Compound2Improved defense with Adrenaline−15% damage taken
Regenerative Compound2Improved health regeneration with Adrenaline−15% regen delay, +25% regen rate
Resistance Compound2Reduced duration and damage from status effects with Adrenaline−50% damage taken while status-afflicted
Vitality Amplifier2Kills with Adrenaline heal you—
Perfect Amplifier3Kills with Adrenaline grant a Perfect Reload—
Reflex Compound3Active Reload grants Perfect Reload with AdrenalineForces the full Active Reload window
Stability Compound3Improved weapon recoil and stability with Adrenaline−25% bloom and recoil, −50% sway rate, +50% flinch resistance
Volatility Amplifier3Kills with Adrenaline have a chance to detonate the enemy—

Disruptor Mods

ModTierEffectValue
Burst Capacitor1Disruptor has improved cooldown−25% cooldown
Grounded Capacitor1Kills from cover reduce Disruptor cooldown time—
Retention Battery1Disruptor has increased duration+50% duration
Stunned Capacitor1Killing a Stunned enemy reduces Disruptor cooldown time—
Execution Capacitor2Executing an enemy reduces Disruptor cooldown time—
Radial Emitter2The Disruptor wave changes to circular and expands outward in all directions—
Reload Servo2Deploying the Disruptor grants a Perfect Magazine—
Wave Condenser2The Disruptor wave breaks enemy helmets—
Explosive Resonance3Your Stunned enemies have a chance to detonate on death—
Healing Resonance3Killing your Stunned enemies heals—
Incendiary Emitter3The Disruptor wave burns enemies—
Vulnerability Resonance3Your Pulsed enemies take more damage from all sources—

Stim Mods

ModTierEffectValue
Braced Capacitor1Kills from cover reduce Stim cooldown time—
Burst Capacitor1Stim has improved cooldown−25% cooldown
Retention Battery1Stim has increased duration+50% duration
Revive Valve1Manual revives clear Stim cooldown time—
Focal Lens2Stim has increased range+50% range
Tempo Emitter2Stim waves reduce Tactical Gear cooldowns for Squad—
Vitality Emitter2Stim waves have increased healing and remove Stunned+100% healing
Vulnerability Field2Enemies in the Stim area take more damage from all sources—
Fortifying Field3The Stim area improves defense for Squad—
Reflex Field3The Stim area makes Active Reloads grant Perfect Reloads for Squad—
Suppression Field3The Stim area slows enemies—
Synaptic Field3The Stim area improves weapon recoil and aim, weapon swap, and reload speeds for Squad—

Pulse Drone Mods

ModTierEffectValue
Burst Capacitor1Pulse Drone has improved cooldown−25% cooldown
Feedback Resonance1Killing your Pulsed enemies reduces Tactical Gear cooldown time—
Focal Lens1Pulse Drone has increased range+50% range
Precision Capacitor1Critical kills reduce Pulse Drone cooldown time—
Explosive Resonance2Your Pulsed enemies have a chance to detonate on death—
Healing Resonance2Killing your Pulsed enemies heals—
Reload Resonance2Killing your Pulsed enemies grants a reload—
Vulnerability Resonance2Your Stunned enemies take more damage from all sources—
Echo Resonance3Your Pulsed enemies have a chance to Pulse on death—
Pulsed Scavenger3Pulsed enemies have a chance to drop an ammo magazine on death—
Retention Battery3Pulse Drone has increased duration+100% duration
Spherical Emitter3The Pulse Drone wave changes to circular and expands outward in all directions6,000-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.